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If you could buy (in-game) everything your character is...

ferratus

Adventurer
I have in mind for my fantasy heartbreaker custom-rpg system something based on old-school rpg's, where you pay and train to gain your next level.

Except, instead of buying your abilities only for the class that you've gathered XP for, you instead can buy anything. You want to improve your strength ability score? Get a trainer, pay him, and hit the weights. You want some clerical abilities? You pay for a university education and get invested with holy orders. You want a combat technique? You study with a master.

Essentially, it works like buying abilities through magical items in 3e and 4e, except that you buy everything that your character is, through gold and treasure you gain while adventuring. Every character would have the same base

Assuming that we are dealing with a system based on pre-3e D&D (specifically 2e), how would you appraise the following things from most valuable to least valuable?

1) Gain 1st level arcane spells or level up arcane spells.
2) Gain 1st level cleric spells or level up cleric spells
3) Gain ability to use weapons
4) Level up attack bonus with weapons
5) Increase ability score
6) An combat relevant non-weapon proficiency (ie. blind-fighting)
7) A character trait non-weapon proficiency (ie. blacksmithing)
8) Specific class abilities (rogue skills, druid magic, turn undead etc.)
 

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From most to least valuable:
1. Arcane spellcasting
2. Divine Spellcasting
3. Ability Score increase
4. Attack bonus
5. Class abilities
6. Weapon use
7. Combat NWP
8. Noncombat NWP

Really 1 and 2 could go either way and probably would vary based on the individual campaign. Class abilities could be all over the place depending on which abilities you are talking about and hoe much you get for each instance of training. Ability score increases are significantly more valuable given their rarity in 2E.

If you are interested in this you should check out the old Skills & Powers book from TSR.

Peace,

Zev
 

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