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General Tabletop Discussion
*Pathfinder & Starfinder
Experience Points and D&D Economy - What I'd Like To See
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3835176" data-attributes="member: 22882"><p>I like both of these concepts for a new system, especially the much reduced XP totals. There's no difference between needing 100 XP to level up and getting 10 XP per encounter and needing 10,000 XP to level up and getting 1,000 XP per encounter, except that the former is faster and easier to do on the fly.</p><p></p><p>With that said, I would up it to a 100 XP scale; people tend to find multiples of 10 easiest to deal with, and it gives room for a bit more granularity. Also, it would remind me of Shining Force and Final Fantasy Tactics, which would be a Good Thing. <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>I'm a bit more torn on Wealth checks. They're simpler to use in play, more complicated to explain. In a pure skill-based system (insert shameless plug in sig here), I'd go with them in a heartbeat just for their lovely symmetry. In a game like D&D, however, they seem more like 'odd men out' than 'intuitive parts of the system,' and they are not at ALL intuitive to new players, who are likely to be used to a gp or gil standard, or at least Monopoly money.</p><p></p><p>My personal preference is for purely narrative equipment and wealth; describe your PC's gear however you like, and let his class/level/XP expenditure/etc. determine how effective he is. <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=":)" /> However, this seems to be VERY unpopular amongst the existing playerbase, and sadly I think it probably appeals to a smaller NEW playerbase than a gp/gil standard.</p><p></p><p>With that said, both ideas - especially the latter - are probably too far to go for D&D. The XP thing might actually be possible, though I'm sure it won't happen. The Wealth system? I'm thinking that's a big no.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3835176, member: 22882"] I like both of these concepts for a new system, especially the much reduced XP totals. There's no difference between needing 100 XP to level up and getting 10 XP per encounter and needing 10,000 XP to level up and getting 1,000 XP per encounter, except that the former is faster and easier to do on the fly. With that said, I would up it to a 100 XP scale; people tend to find multiples of 10 easiest to deal with, and it gives room for a bit more granularity. Also, it would remind me of Shining Force and Final Fantasy Tactics, which would be a Good Thing. :) I'm a bit more torn on Wealth checks. They're simpler to use in play, more complicated to explain. In a pure skill-based system (insert shameless plug in sig here), I'd go with them in a heartbeat just for their lovely symmetry. In a game like D&D, however, they seem more like 'odd men out' than 'intuitive parts of the system,' and they are not at ALL intuitive to new players, who are likely to be used to a gp or gil standard, or at least Monopoly money. My personal preference is for purely narrative equipment and wealth; describe your PC's gear however you like, and let his class/level/XP expenditure/etc. determine how effective he is. :) However, this seems to be VERY unpopular amongst the existing playerbase, and sadly I think it probably appeals to a smaller NEW playerbase than a gp/gil standard. With that said, both ideas - especially the latter - are probably too far to go for D&D. The XP thing might actually be possible, though I'm sure it won't happen. The Wealth system? I'm thinking that's a big no. [/QUOTE]
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