Looking for ways to houserule exp expenditures for skills and feats.

In my game, I have feats purchased similar to multiclassing levels. Each level the character gains they have an opportunity to purchase one feat. This opportunity does not have to be exercised immediatly, but is lost when another level is gained. The cost is 250 xp and 50 gp additive per feat taken. (250 / 50 for the first, 500 / 100 for the second, etc.) One week of time is required for the requiste training. Monetary costs are variable based on the rareness of the feat and temperment of the instructor.
 

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I have also seen a class called the Featmaster. It is more a game mechanic, than a true class. It allows you to gain three feats every level you take this class. The rest of the progression is rather like a commoner, but it doesn't count for multiclassing, and you can only take it every other level.
 

Thanks for the ideas folks! Keep them coming :)

Here's what I have so far. Please rip it apart. My players are good at playing in the spirit of the game, but new players may tweak holes I can't see.

Note: I won't give exp banks to starting characters. They have to earn exp in order to spend it. Also, what works for one side works for the other. I figure I can use this to give BBEG's some added punch with extra feats.

Feats:
General feats: 100 x chain position x character total ECL
Item Creation feats: 200 x chain position x character total ECL
Metamagic or special feats, such as feats that improve spell like abilities: 300 x chain position x character total ECL

You must meet all prereq of a feat before you may purchase it.

PS: chain position means the feats place in a feat chain. Dodge would be x1, Mobility x2, Spring Attack x3, etc. feats that can be taken multiple times, such as Toughness, are considered feat chains when purchasing.


Skills:

Class Skills: 25 x new rank
Cross Class skills: 50 x new rank
Special Skills, such as psychic skills or those that produce magical effects:
100 x new rank.

You cannot use purchasing to skip ranks. Each rank must be obtained in order. You cannot purchase more ranks than your level limit.

In both cases, you cannot reduce your character level to purchase feats or skills. You may 'hold' exp for later purchase, but this exp cannot be used for level gain later.



I'm hoping that, given the hinted level requirements for PrC's (BaB, Power points, Base skills,etc) players will offset their spending to help speed up their level gaining. Those that don't plan on taking PrC's would have to curtail spending, or end up dead when they face opponents the other players are better prepared for.
 
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Storyteller01 said:
In both cases, you cannot reduce your character level to purchase feats or skills. You may 'hold' exp for later purchase, but this exp cannot be used for level gain later.

All you have to do to handle this is have them keep track of two XP numbers: Earned and Spent. Spent may never exceed earned. Then, rather than advancing in class levels whenever they have enough earned xp, they actually spend xp to level up, as well.

Effective character level is based on Earned XP. If the PC is sitting on XP, he won't be as powerful as his or her effective level, but that's how D&D already works, so that's fine. Class abilities come from XP spent on class levels.

Example: A third level fighter has 6000 earned xp and 6000 spent xp. Why is he only third level? Because he spent 1000 xp on a second fighter level, 2000 more xp on a third fighter level, and the other 3000 (!) on skills and feats (that'd be a lot of feats).

If he earns (and doesn't spend) another 3000 xp, he'll be able to afford to buy a fourth level in fighter, or, a first level in another class, or, I suppose, sit on them, buy more feats, or whatever.

In any case, no problem. You should really check out Buy the Numbers, as mentioned above.

Tigs
 

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