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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Hero Points instead of XP
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<blockquote data-quote="der_kluge" data-source="post: 1071257" data-attributes="member: 945"><p>Don, as someone that has also tossed XP rules out of his game, I find your rules interesting.</p><p></p><p>But... (you knew that was coming, didn't you?) <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>As a player, I would have some problems with these rules.</p><p>First and foremost, the random 1d4 points per level. Let's say we've played for 3-4 levels and I just happen to roll crappy and gets 1s every time I level. I'm really, really suffering, while some other player that rolls 4s every time is rocking the house. It should just be a flat number of Hero Points gained every level. </p><p></p><p>I also level the characters when they are ready to be leveled. In fact, ever since 3.0 came out, we've never bothered with XP, and we just level them up when it's appropriate to the story.</p><p></p><p>I do not assign any penalty to reincarnate. Coming back as a deer (or whatever) is bad enough, I figure. I also raised the spell to 5th level. </p><p></p><p>For Raise Dead/resurrection/true resurrection, I lower the PC's Con by 1 point permanently - no level loss.</p><p></p><p>The Permanency spell does not exist. So, I don't have to deal with that one.</p><p></p><p>The Planar Ally Spells don't require XP. Instead, the planar creature requests some sort of quest, or mission of the character. Failure to complete the quest within some reasonable timeframe will result in loss of clerical abilities, as stripped from the deity.</p><p></p><p>Greater Restoration does not have an XP cost.</p><p></p><p>Atonement does not have an XP cost. The god either chooses to allow the atonement to happen, or it doesn't.</p><p></p><p>Awaken does not incur an XP cost, but awakening a tree permanently removes one of the druid's 1st level spell slots. If there are no more 1st level spell slots, it removes a 2nd level spell slot, etc. It still has a 24 hour casting time. So long as the tree lives, the spell slot remains lost to the druid. Obviously, the druid can't kill any tree it awakens, lest he permanently lose all druidic abilities.</p><p></p><p>Commune has no XP cost, but has a casting time of 1 hour, and has to be cast in a temple to your god, a shrine, or some other religiously significant location, or at the very least, a <em>hallow</em>'d area.</p><p></p><p>Gate has no XP cost. The spell can already cause enough grief for the caster that he shouldn't have to pay an XP cost. The caster should be prepared to receive a Geas/Quest as payment for the creature's services.</p><p></p><p>Limited wish has no XP cost since none of the other spells do.</p><p></p><p>Miracle has no XP cost under normal circumstances anyway. If the caster creates an effect that would normally incur an XP cost, the caster incurs some major quest as a result. Failure to complete the quest strips the caster of his clerical abilities.</p><p></p><p>Simulacrum does not require XP cost. 100s of gp worth of ruby dust are a sufficient enough balancing factor (that and you need a large amount of ice and snow) to ensure that this spell isn't abused, even without the XP cost.</p><p></p><p>Vision has no XP cost, but the casting time is 1d10 x 1 minutes. Furthermore, after casting the spell, the spellcaster is <em>fatigued</em>.</p><p></p><p>Wish... wish is more complicated. I'll have to think about wish some more.</p><p></p><p>Crafting magic items does not incur XP. I use the rules from Mystic Eye Games' Artificer's Handbook. Essentially, the more magic items you create, the more chance they become unstable. I also rely on specialized material components for the creation of magic items. So, they have to actually go out and acquire things before they can create them. Or at the very least purchase them.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1071257, member: 945"] Don, as someone that has also tossed XP rules out of his game, I find your rules interesting. But... (you knew that was coming, didn't you?) :) As a player, I would have some problems with these rules. First and foremost, the random 1d4 points per level. Let's say we've played for 3-4 levels and I just happen to roll crappy and gets 1s every time I level. I'm really, really suffering, while some other player that rolls 4s every time is rocking the house. It should just be a flat number of Hero Points gained every level. I also level the characters when they are ready to be leveled. In fact, ever since 3.0 came out, we've never bothered with XP, and we just level them up when it's appropriate to the story. I do not assign any penalty to reincarnate. Coming back as a deer (or whatever) is bad enough, I figure. I also raised the spell to 5th level. For Raise Dead/resurrection/true resurrection, I lower the PC's Con by 1 point permanently - no level loss. The Permanency spell does not exist. So, I don't have to deal with that one. The Planar Ally Spells don't require XP. Instead, the planar creature requests some sort of quest, or mission of the character. Failure to complete the quest within some reasonable timeframe will result in loss of clerical abilities, as stripped from the deity. Greater Restoration does not have an XP cost. Atonement does not have an XP cost. The god either chooses to allow the atonement to happen, or it doesn't. Awaken does not incur an XP cost, but awakening a tree permanently removes one of the druid's 1st level spell slots. If there are no more 1st level spell slots, it removes a 2nd level spell slot, etc. It still has a 24 hour casting time. So long as the tree lives, the spell slot remains lost to the druid. Obviously, the druid can't kill any tree it awakens, lest he permanently lose all druidic abilities. Commune has no XP cost, but has a casting time of 1 hour, and has to be cast in a temple to your god, a shrine, or some other religiously significant location, or at the very least, a [I]hallow[/I]'d area. Gate has no XP cost. The spell can already cause enough grief for the caster that he shouldn't have to pay an XP cost. The caster should be prepared to receive a Geas/Quest as payment for the creature's services. Limited wish has no XP cost since none of the other spells do. Miracle has no XP cost under normal circumstances anyway. If the caster creates an effect that would normally incur an XP cost, the caster incurs some major quest as a result. Failure to complete the quest strips the caster of his clerical abilities. Simulacrum does not require XP cost. 100s of gp worth of ruby dust are a sufficient enough balancing factor (that and you need a large amount of ice and snow) to ensure that this spell isn't abused, even without the XP cost. Vision has no XP cost, but the casting time is 1d10 x 1 minutes. Furthermore, after casting the spell, the spellcaster is [i]fatigued[/i]. Wish... wish is more complicated. I'll have to think about wish some more. Crafting magic items does not incur XP. I use the rules from Mystic Eye Games' Artificer's Handbook. Essentially, the more magic items you create, the more chance they become unstable. I also rely on specialized material components for the creation of magic items. So, they have to actually go out and acquire things before they can create them. Or at the very least purchase them. [/QUOTE]
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