How does it Play: Sweet 20 Experience System


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Never played it, but from LOOKING at it, the first question I have for your DM is: Is magic item fabrication possible in the campaign, and if so, how is it figured into this system?

I have no problem with individual motivations being figured into the system, but I'm wary of any system that has me LOSING XP if something happens beyond my control (e.g. Losing a battle).
 

Henry said:
Never played it, but from LOOKING at it, the first question I have for your DM is: Is magic item fabrication possible in the campaign, and if so, how is it figured into this system?

I have no problem with individual motivations being figured into the system, but I'm wary of any system that has me LOSING XP if something happens beyond my control (e.g. Losing a battle).

The first thing I thought when I saw the "Losing a battle" Counter was that "in the WMPRPS you usually die if you lose." That's not much of a counter.
 

Aside from magic item creation, there will be several spells you will need to houserule. Certain divinations, atonement, wish/miracle all use exp as a component of casting the spell. In this case, it might be easiest to handwave the minor costs. Set a concrete cost of 1-2 Exp by the Sweet 20 system, and make Atonement a potential key event. There are a couple of keys that are interesting, and a few that are not applicable to all gamestyles.

With the right game, it could work out pretty well. But it isn't an autonomous drop-in system. Magic items and the above spells are problematic in this environment so your DM needs to do the work up front to houserule all of those things.
 


I concur with what has been said about magic items & spells with XP requirements. Also, this system only works with a mature gaming group who can set really fun unique goals.

That said, thanks for the link Shroomy! I'm very interested in trying this out - the whole idea of giving player's control over how they achieve XP really gels with my whole outlook toward balancing GM-player power.
 

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