An idea I've kicked around for awhile would be trying to convert the entire level advancement scheme into a flexible approach wherein each of the indovodual components of advancement are paid for independantly. You could take the experience points for any given level and divide them up allocating portions to each individual component of a level. For example,
BAB could be 25% of the experience points needed for a level (that seems high, but just to get the idea down). So, to raise your BAB to +3 you'd need to put 25% of the experience points necessary for 3rd level into you BAB. To raise it to +4, you'd need 25% of fourth, etc.
The first skill point in any given skill could cost say 10 x.p., the next 30, etc. Or the character's total skill points could be set for a specific rate.
Each saving throw could be 20% of the x.p. needed for the level desired. Feats could cost say 500 for the first, 1,500 for the second, etc. Class abilities could be paid for according to the level at which they are gained, and a special rate would need to be devised for spell casting, etc.
Classes would obviously become much less important, but the potentially neat thing is a player could then control the relative strengths and weaknesses of his characters much more. If he wants more Feats, he can have them, wants a lot of skills, no problem. Of course, hyperspecialization would involve diminishing returns, but the decision to spend some x.p. on a lagging feature would be up to each individual player.
It's just a hair-brained idea, but I wonder if anyone has tried something like this. If so, I'm curious as to how it worked out.
BAB could be 25% of the experience points needed for a level (that seems high, but just to get the idea down). So, to raise your BAB to +3 you'd need to put 25% of the experience points necessary for 3rd level into you BAB. To raise it to +4, you'd need 25% of fourth, etc.
The first skill point in any given skill could cost say 10 x.p., the next 30, etc. Or the character's total skill points could be set for a specific rate.
Each saving throw could be 20% of the x.p. needed for the level desired. Feats could cost say 500 for the first, 1,500 for the second, etc. Class abilities could be paid for according to the level at which they are gained, and a special rate would need to be devised for spell casting, etc.
Classes would obviously become much less important, but the potentially neat thing is a player could then control the relative strengths and weaknesses of his characters much more. If he wants more Feats, he can have them, wants a lot of skills, no problem. Of course, hyperspecialization would involve diminishing returns, but the decision to spend some x.p. on a lagging feature would be up to each individual player.
It's just a hair-brained idea, but I wonder if anyone has tried something like this. If so, I'm curious as to how it worked out.


