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Erik Mona's Lo-Fi Experience System

That's an interesting simplified XP system, and hopefully it works for those who like that bit of simplification.

For me, though, I really like both the 3e CR and XP system - in fact, it's probably the best system (for my needs) of any that I've ever encountered. (Maybe it's just creepy luck that the PCs in all my campaigns over the 6+ years of 3.x have conformed very closely to the CR system without exception...) In any case, I like the fiddly granularity of the 3e XP system.
 

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Joshua Randall said:
Also, why all the wailing and gnashing of teeth over calculating XP? There are a variety of good web-based or offline sites or programs that can do it for you. It takes maybe five minutes, and that's if the PCs are all different levels and encountered many different ELs. If the PCs are all the same level and the ELs match, then calculating XP takes about 30 seconds.

It's not that the current system is necessarily bad, but that there are simpler systems that could work just as well.
 

Heh!

My XP system actually makes things *more* complicated! The emphasis on my Crossroads game during table-top play is hack'm'up, so not only do I use the standard XP calculator, but the person the kills the wee beastie get's a 5% chunk of the XP all to himself. The other 95% is spread amongst the whole group, including the person that killed the beast. Yeah, it's complex, but that is what Microsoft Excel is for! :)

It's kind of fun watching people try to get the kill on each baddie!

Then we do PBEM for non-combat-y stuff, generally, where I assign XP for those adventures.
 

I use the flat XP tables from Unearthed Arcana, and assign group XP. Everyone levels at the same time. Magic items & spells haven't been an issue yet, but I'll either ignore them, increase the gold cost, or figure out something else. Possibly force a closer link to skill checks. Like Erik, I'm not thrilled with anything that forces a PC on sabbatical or "punishes" them for using their feats. I'd like a simple system that allows both quick & dirty item creation, and intricate, intensive, permanent magic item creation.

Thought: or extend skill checks to make magical items, with feats granting a bonus or other special function....
 

Gwaihir said:
Silver, can you (or Piratecat) elaborate on how this works, specifically in terms of item creation?

Thanks

Sure. I'll gladly pimp PiratCat's ideas. Heh.

In essence, each character gains some Action Points upon gaining each new level. Some (but not all) of those action points can be converted into XP to use in things like spellcasting and item creation.

Where my system differs from PC's is that I give fewer Action Points, but I give them each session, rather than once a level. I also grant an Action Point as a reward when someone is about to try something cool or cinematic. This encourages the players to really be free with their action points, and to try crazy stuff all the time.

Anyway, you can find the thread where the system is discussed here.

Later
silver
 

I think you should make a chart for this sort of stuff ;)

Looks good. I like the simplicity..and since we don't dork around with making magic items in our low magic game, it's even better! ;)



jh
 

Erik Mona said:
Basically, when all of the math is said and done, you're left with one of two conclusions: the character didn't go up a level or the character did go up a level.

I use an even simpler variant of the above experience system. Everyone in the party goes up a level or nobody goes up a level after the game session is over.

Works great.

footnote: I'm not sure someone who helped create Living Greyhawks's cert system has standing to complain about D&D math.
 



FireLance said:
Yes, in the purest form, this means that the DM doesn't place treasure. NPCs will have their gear, and PCs may find useful items in the course of the adventure, but once it's over, it's back to standard wealth levels. In our games, the PCs might find a huge hoard, but that's just story or flavor; in mechanical terms, they are still at standard wealth next level. Of course, you can always tweak the system if you want, so that if the PCs do find the big hoard, they get a 10% or 20% bonus to their wealth next level.

We usually play with one restriction: no single magical item can be worth more than half the character's total wealth. Apart from that, a character can change out his entire inventory if he wants.

I presented your idea to my players to gauge their interest. One of them pointed out potential abuse of expendable magic items. Normally you might be cautious when using wand charges and potions and the current wealth by level guidelines probably factor that into the assumptions. It seems with your system the players could potential burn through their expendables knowing that they will be able to refresh them when they level.

Have you had any issues with this? If so, have you put any restrictions in place to curb this?
 

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