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EN World critique requested on my exp system
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<blockquote data-quote="Kisanji Arael" data-source="post: 3998591" data-attributes="member: 20056"><p>Wow, this has been a while. I kind of spaced, started writing papers, and forgot that I wrote this.</p><p></p><p>Tagnik: Bookmarked and added to my notes. I'll look over this after I get done with my kanji homework.</p><p></p><p>Claudius Gaius: Oh, yes, and I forgot another key point. My players don't get to learn the specific bonuses.</p><p></p><p>And shame on you! This is house rules! I've been working on this system for two years (scrapped 80% of it about 6 months ago); who are you to tell me "a puppy is a big responsibility, you'll have to house-train it and teach it a new skill system." Seriously! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> This isn't something I'm doing for a specific game; I do this for fun!</p><p>---</p><p>Quartz: Maybe that's what I'm trying to fix.</p><p>---</p><p>Zelc: All of the issues that you discuss won't, most likely, come up in my game. A. My players are very polite and low-key; they do not number crunch. If character A hits level 8 while B & C are at 6, player A will probably make a new character at level 6 (who will then die off dramatically somewhere near level 8). The other thing I've done is put the party in situations where the level 6 rogue and barbarian are sent to one half of a mission, while the level 8 characters go the other way! ("There's no time! You two go after the ruby; We'll hold the gates") My players understand that these are subtle signs from me of which way they should go, and my responsibility is to only hedge them into the plot when I know they won't have fun if I don't. Another strategy I've used is drawing up separate dungeon schemes based on certain splits</p><p></p><p>And as a rule, I don't RP (or, at least, DM) with those who act immaturely or squabble. </p><p></p><p>Yes, I want to punish multi-classing, because the system that I'm working to create doesn't operate how you assume that it does. Had you read the first half, you'd get it. Players spend exp on HP, skills, abilities (they don't get them de facto upon leveling): the abilities that are available are based on what classes you operate within and your character level. Wizards buy their spells and their spell-slots. Rangers invest points in their animal companions and their weapon abilities. BAB does not rise with level. At this point, it looks like it will be impossible for characters to gain all of the abilities of a given level, but this just opens up more customization.</p><p></p><p>Also on this note, I bend over backwards for my players when they have a new idea for a class. Not everyone can do this. I can. At first, it was tough, because I kept having to add or take away abilities from players and justify when I did it and when I didn't do it ("He rolled well; you rolled badly; his character isn't overpowered. Remember when I made him switch d20s? It didn't change anything. Probably, your character sheet is just cursed.") Now, I just make 'em balance with each other pretty naturally: it's easy when it's all your own work.</p><p></p><p>Another note: Ah, yesssss, Drizz't- Point. Counterpoint: Classes are, in my opinion, a coagulation of abilities designed for a purpose, most often combat oriented. The flaw in the character system as it stands now is that it does not understand that certain skills deteriorate in disrepair; my mother cannot write essays as well as she could in college. I go to a school which does not have a wrestling program, and as such, I am no longer an effective wrestler. Effectively, what my additional EXP requirement gives is a maintenance cost of upkeep for keeping one's abilities. If a wizard in my system picked up ranger and never learned another wizard skill (putting all 1500 of his EXP at each level into ranger skills, abilities, hit dice, etc), but continued to use his wizardly gifts, I would expect him to pay upkeep for those skills. In response, it would be easier for him to progress than a straight ranger. Therefore, each task would give less experience. Rather than penalize a percentile, I add to the top.</p><p></p><p>And Finally: I feel that the system is broken. That is why I feel utter dissatisfaction when I play it. That is why I'm fixing it: unfortunately, as it is a concept and not a "thing," broken is a relative concept.</p><p></p><p>Anything I missed?</p></blockquote><p></p>
[QUOTE="Kisanji Arael, post: 3998591, member: 20056"] Wow, this has been a while. I kind of spaced, started writing papers, and forgot that I wrote this. Tagnik: Bookmarked and added to my notes. I'll look over this after I get done with my kanji homework. Claudius Gaius: Oh, yes, and I forgot another key point. My players don't get to learn the specific bonuses. And shame on you! This is house rules! I've been working on this system for two years (scrapped 80% of it about 6 months ago); who are you to tell me "a puppy is a big responsibility, you'll have to house-train it and teach it a new skill system." Seriously! :D This isn't something I'm doing for a specific game; I do this for fun! --- Quartz: Maybe that's what I'm trying to fix. --- Zelc: All of the issues that you discuss won't, most likely, come up in my game. A. My players are very polite and low-key; they do not number crunch. If character A hits level 8 while B & C are at 6, player A will probably make a new character at level 6 (who will then die off dramatically somewhere near level 8). The other thing I've done is put the party in situations where the level 6 rogue and barbarian are sent to one half of a mission, while the level 8 characters go the other way! ("There's no time! You two go after the ruby; We'll hold the gates") My players understand that these are subtle signs from me of which way they should go, and my responsibility is to only hedge them into the plot when I know they won't have fun if I don't. Another strategy I've used is drawing up separate dungeon schemes based on certain splits And as a rule, I don't RP (or, at least, DM) with those who act immaturely or squabble. Yes, I want to punish multi-classing, because the system that I'm working to create doesn't operate how you assume that it does. Had you read the first half, you'd get it. Players spend exp on HP, skills, abilities (they don't get them de facto upon leveling): the abilities that are available are based on what classes you operate within and your character level. Wizards buy their spells and their spell-slots. Rangers invest points in their animal companions and their weapon abilities. BAB does not rise with level. At this point, it looks like it will be impossible for characters to gain all of the abilities of a given level, but this just opens up more customization. Also on this note, I bend over backwards for my players when they have a new idea for a class. Not everyone can do this. I can. At first, it was tough, because I kept having to add or take away abilities from players and justify when I did it and when I didn't do it ("He rolled well; you rolled badly; his character isn't overpowered. Remember when I made him switch d20s? It didn't change anything. Probably, your character sheet is just cursed.") Now, I just make 'em balance with each other pretty naturally: it's easy when it's all your own work. Another note: Ah, yesssss, Drizz't- Point. Counterpoint: Classes are, in my opinion, a coagulation of abilities designed for a purpose, most often combat oriented. The flaw in the character system as it stands now is that it does not understand that certain skills deteriorate in disrepair; my mother cannot write essays as well as she could in college. I go to a school which does not have a wrestling program, and as such, I am no longer an effective wrestler. Effectively, what my additional EXP requirement gives is a maintenance cost of upkeep for keeping one's abilities. If a wizard in my system picked up ranger and never learned another wizard skill (putting all 1500 of his EXP at each level into ranger skills, abilities, hit dice, etc), but continued to use his wizardly gifts, I would expect him to pay upkeep for those skills. In response, it would be easier for him to progress than a straight ranger. Therefore, each task would give less experience. Rather than penalize a percentile, I add to the top. And Finally: I feel that the system is broken. That is why I feel utter dissatisfaction when I play it. That is why I'm fixing it: unfortunately, as it is a concept and not a "thing," broken is a relative concept. Anything I missed? [/QUOTE]
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