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HELP! Designing a low power game / use XP to buy class abilities?
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<blockquote data-quote="clark411" data-source="post: 1193379" data-attributes="member: 4768"><p>Perhaps some kind of advance-through-usage homebrew system.</p><p></p><p>Assign each statistic, from HP through to Stats and Saves, a value that is required to be met in order for it to advance. Each time the statistic is interacted with in a manner of importance (taking HP damage, passing a Fort save, casting an arcane spell), the character gains a point towards that statistic being raised.</p><p></p><p>An example of this could be the HP statistic having a value of 50. Everytime a fighter is hit significantly, he earns a point. When he gets 50 points, he earns a higher max HP. After this, the amount of points he gets are reset, and he has to earn 100 points to level up HP.</p><p></p><p>If you want to make it more simple, simply hand out points that players can divide amongst their stat values after each combat.</p><p></p><p>If you want to make it more complex, have each "class" have a different set of values for their statistics based roughly on how they normally advance. d10 HD classes have lower values for HP, while Wizards have a lower value for raising their Will saves.</p><p></p><p>You can slow down advancement or cap advancement by the speed with which you hand out points, and disallow more than X advancements per stat. Beyond that, you can make the rewards minimal in exchange for what they have to do... no one will say advancement is too fast when a 10 HP fighter has to get hit in combat 50 times to raise his hp by his Con modifier... and also has to make 50 fort saves to raise his Fort Save or Constitution stat.</p><p></p><p>Just an idea, it's free, it's got a bit of logic behind it that could go along quite nicely with a preexisting understanding of the DND system.</p></blockquote><p></p>
[QUOTE="clark411, post: 1193379, member: 4768"] Perhaps some kind of advance-through-usage homebrew system. Assign each statistic, from HP through to Stats and Saves, a value that is required to be met in order for it to advance. Each time the statistic is interacted with in a manner of importance (taking HP damage, passing a Fort save, casting an arcane spell), the character gains a point towards that statistic being raised. An example of this could be the HP statistic having a value of 50. Everytime a fighter is hit significantly, he earns a point. When he gets 50 points, he earns a higher max HP. After this, the amount of points he gets are reset, and he has to earn 100 points to level up HP. If you want to make it more simple, simply hand out points that players can divide amongst their stat values after each combat. If you want to make it more complex, have each "class" have a different set of values for their statistics based roughly on how they normally advance. d10 HD classes have lower values for HP, while Wizards have a lower value for raising their Will saves. You can slow down advancement or cap advancement by the speed with which you hand out points, and disallow more than X advancements per stat. Beyond that, you can make the rewards minimal in exchange for what they have to do... no one will say advancement is too fast when a 10 HP fighter has to get hit in combat 50 times to raise his hp by his Con modifier... and also has to make 50 fort saves to raise his Fort Save or Constitution stat. Just an idea, it's free, it's got a bit of logic behind it that could go along quite nicely with a preexisting understanding of the DND system. [/QUOTE]
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HELP! Designing a low power game / use XP to buy class abilities?
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