The system I am using is DCC
* which is further modified by their Lankhmar supplements. I’ve never liked DCC’s rules for XP and leveling up because they seem vague to me, so that’s why I’m trying to replace them.
@Tigris
- Is separate XP and gold necessary? I think one nice thing of gold for xp is that you can combine them. What I mean here would be that your encounters dont give XP but instead drop (items worth) gold as well. (Maybe 5% not 2.5% of next level because you expect half of it to be used for other things).
- If you do the above you dont need any formula for xp conversion or xp values for levelup etc. But just gold for levelup. Making things simpler and even more elegant
If I ran this game with a different system, such as Old School Essentials (OSE), I think using gold (and loot drops) as the
only way to gain XP would work but I don’t think it would work well with the system I’m using. In DCC it is possible to have the random adventure force the PC to take up the quest with nothing to gain. Here’s an example from the carousing table:
You’ve offended the Dog God in the course of your carousing and you now possess the head of a canine. You cannot produce any sound other than those of a dog (making spellcasting impossible), but can hear and smell better than a human (+1d bonus to ability checks related to those senses). To regain your normal appearance, you must either undergo a quest to appease Rokh or find a spellcaster capable of casting remove curse with a spell check of at least 24 (allowing you a Will save vs. DC 25). A spell check of 27+ removes the curse automatically. They will undoubtedly require a large payment for daring to intervene in the ways of the divine.
Assuming that the PC doesn’t want a dog head, the group is going to need to take action to fix the situation whether it’s a quest to appease Rokh or find a powerful spellcaster. There’s not much to materially gain here but I think the players should be rewarded xp for it. I created the encounter/achievement for xp rules with this sort of thing in mind.
- Why is level 2 to 3 an increaae of xp/gold needed by factor 4 and not factor 2 like all the others? That one stands out.
- I mention this especially since I really like simplified xp tables (for encounter building) where you only need level difference of you and enemies like in pf2. This way you only need 1 small xp table and not 2 long (1 for encounter building and 1 for xp enemies grant). So what I mean is that a normal encounter is 8 xp. And a same level enemy gives 8 xp. And a 1 level lower 4 xp. And a 2 level lower 2 xp and a 3 level lower 1 xp etc. And you need (always) 320 xp to levelup. (Or go up to 10 xp for same level and 400 for levelup.)
- Why not start with lower numbers? Why 4000 xp? Has this to do with the game? With my example above you could go down to 1 coin/xp per level 1 enemy. And 40 to levelup first time.
I agree the xp table needs to be lowered. Thanks for pointing out the discrepancy at 3rd level.
I created the table very loosely based off the OSE xp table for Fighters. I increased the xp threshold for gaining levels because a DCC character is more powerful than their OSE counterpart of the same level. I knew while creating it that I would need to change the numbers. I just wanted to get something written down.
I’ll share my
new and improved tables in another post.
- Also another way you could "simplify" is if you go up in coins. Lets say 8 bronze coins is a silver coin. And 8 silver coins is a gold coin then you would need for level 2: 40 bronze, 3: 80 bronze, 4: 160 bronze, 5: 40 silver, 6: 80 silver, 7: 160 silver, 8: 40 gold, 9: 80 gold, 10: 160 gold. This naturally gives 3 tiers of play and makes numbers simpler.
I don’t see how this simplifies things. It looks like coin for xp with extra math. I might be missing something.
- If you want to do all xp comes as gold, then you should make weapons/items "upgradable" like DnD 4e. Like you can deduct the cost for a +1 magic sword from a +2 magic sword if you buy it/let it be crafted id you have a +1 magic sword already. This way money spenr on equipment on eaely levels do not feel wasted.
The Nehwon setting is low magic, so a magical weapon would be extremely rare and unique. Skimming through the book, monster do not have invulnerability to normal weapons with the exception of the Ghost Hound when they’re in incorporeal form. When in this form, they’re invulnerable to everything including magic.
This is my longwinded way of saying that magical weapons, or upgrading them, aren’t necessary in this setting.
@overgeeked
Frivolous is a good word here.
I stole it from a D&D clone that comes in 5 booklets (or pdf). It’s specifically from “Into the Unknown: Book 2 Playing the Game.”
In my games it's been a lot of carousing, bribing officials, paying taxes, tithing to churches, building shrines, training, buying a boat, building a keep, etc.
For bigger purchases and long-term projects, just treat it like an installment plan. It's a big clock. You can pay to progress the clock and once it's done, you get the thing. In the fiction it's trivial to break up big purchases. Paying scouts to find good land for your keep. Paying an architect to draw up plans for your keep. Paying workers to clear the site. Etc.
I love this setup because it does three great things that most other versions don't.
One, is solves the problem of even relatively low-level PCs having mountains of gold and almost nothing to spend it on. Now they do. This creates a money sink. Problem solved.
Two, it encourages roleplaying and worldbuilding from the players. They spend gold to create things in the world, foster relationships with NPCs, get a reputation as a partier, etc. Players insular and don't engage with the world or NPCs beyond what's absolutely necessary? This creates a reason for them to engage more. Problem solved.
Three, it emulates the old sword & sorcery fiction that I love. The characters in most of those old stories would strike it rich, spend it like mad, then be forced to go out on a job because they were broke. That cycle doesn't exist, really, without this kind of setup. And I absolutely love that style of fiction. Problem solved.
You make good points here and can see how this would get players more involved. What's the upside of having a reputation as a partier? As a player, I would avoid carousing and invest it on more constructive things.
*I know posters here have problems with Jospeh Goodman in regard to the Invincible Overlord book. If you’re curious about the controversy, then here’s the enworld thread for that:
Goodman Games' CEO
Joseph Goodman made a statement via YouTube over the weekend*. The video itself focused on the content of the
controversial upcoming City State of the Invincible Overlord crowdfunding product, but was prefaced by a short introduction by Joseph Goodman, in which he reiterates his company's commitment to inclusivity and diversity and its opposition to bigotry, something which they say they "don't want to be associated with".
Goodman goes on to say that the company's efforts have been "mischaracterized by some folks" but does not go so far as to identify...
I bought the core rules and Lankhmar boxed set before this stuff became known.