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EN World critique requested on my exp system
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<blockquote data-quote="Zelc" data-source="post: 3999084" data-attributes="member: 40496"><p>That's fine <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. If you have awesome players, then a lot of the issues with a system can be ignored. If your players are cool with this system and are great enough to work out any potential issues with you and the other players without breaking the game, then just about any system can work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>On the other hand, I would warn other folks that this system does have some potential problems, and to use it with caution. Even if your players won't actively screw each other over, the incentives might be enough to change their actions. For instance, a character might be faced with a decision to heal a character that's about to die or try to take down that ogre who's surely low on HP. The incentives (however small and subtle) might be enough to tip him over to taking more risk with the other character's fate. *shrug*</p><p></p><p></p><p>Well, think of it this way. Drizzt isn't a Fighter 5/Barbarian 1/Ranger 3/Fighter +6, he's taking 15 levels in the Drizzt class who's mechanics are best represented by the Fighter 5/Barbarian 1/Ranger 3/Fighter +6. That Scrivener isn't training to be a Wizard for 5 levels, then switching between Geomancer (that's the wrong PrC, but I forgot what the right one is called) and Runecaster training for 10 levels, then going to Archmage training for 5 levels. It's training to be a Scrivener during all 20 levels, although the first 5 might be like a generic Wizardry 101 course before he specializes.</p><p></p><p>Again, there's nothing wrong with your interpretation, especially since you're willing to work with players to create new classes, but one of the advantages of a pick-and-choose system is customization which your system seems to discourage. If you're happy with it, of course, then go with it.</p><p></p><p></p><p>I might have missed it, but what do you think is wrong with the current EXP and progression system? Just out of curiosity, of course.</p></blockquote><p></p>
[QUOTE="Zelc, post: 3999084, member: 40496"] That's fine :). If you have awesome players, then a lot of the issues with a system can be ignored. If your players are cool with this system and are great enough to work out any potential issues with you and the other players without breaking the game, then just about any system can work :). On the other hand, I would warn other folks that this system does have some potential problems, and to use it with caution. Even if your players won't actively screw each other over, the incentives might be enough to change their actions. For instance, a character might be faced with a decision to heal a character that's about to die or try to take down that ogre who's surely low on HP. The incentives (however small and subtle) might be enough to tip him over to taking more risk with the other character's fate. *shrug* Well, think of it this way. Drizzt isn't a Fighter 5/Barbarian 1/Ranger 3/Fighter +6, he's taking 15 levels in the Drizzt class who's mechanics are best represented by the Fighter 5/Barbarian 1/Ranger 3/Fighter +6. That Scrivener isn't training to be a Wizard for 5 levels, then switching between Geomancer (that's the wrong PrC, but I forgot what the right one is called) and Runecaster training for 10 levels, then going to Archmage training for 5 levels. It's training to be a Scrivener during all 20 levels, although the first 5 might be like a generic Wizardry 101 course before he specializes. Again, there's nothing wrong with your interpretation, especially since you're willing to work with players to create new classes, but one of the advantages of a pick-and-choose system is customization which your system seems to discourage. If you're happy with it, of course, then go with it. I might have missed it, but what do you think is wrong with the current EXP and progression system? Just out of curiosity, of course. [/QUOTE]
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