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(Noob) D20 Modern: Class system
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<blockquote data-quote="Stormborn" data-source="post: 3926531" data-attributes="member: 14041"><p>Yes, adventures are intended as a time when the PCs get to shine through the use of skills and abilities. There are a lot of assumptions made in a class based system, exactly what they are is up to your campaign. In d20 Modern its easy to say "My character goes to the gym/library/shooting range during his off time" to justify any mechancial advancement that leveling up provides. Its just as easy in a fantasy based game. The rogue retroactively says he has been studying a book of magic around the camp fire at night, the fighter says he has been practicing a new sword technique, etc. In any game there is time where the PCs are not 'on' - they are making camp, hanging around town, or whatever and when it comes time to make choices about skills, feats, and class abilities you they can always say they were doing something toward that in their off time. </p><p></p><p>Now, if it makes you feel better there are a few things you can do to make things feel a little more organic:</p><p>1) do not award XP but simply tell the players their PCs level up when you feel it is appropriate for them to do so, typically after they have accomplished a certain goal or after a given amount of time in game</p><p>2) award XP but tell the players that their PCs can only level up or take skills/feats in "associated" areas, as defined by your campaign, unless the campaign has reached a point where sufficient in character down time would allow them to multiclass or branch out into new areas (this would be most appropriate for the 'trapped in a dungeon/jungle/alien space craft for weeks' kind of game)</p><p>3) discuss with the players the kind of campaign you intend to run and the kinds of challanges they may face and ask them to plan out character advancement a few levels in advance, allowing you and them to make appropriate plans in game (this does, however, require a degree of transperancy and metathinking about the game that some may not feel comfortable playing).</p><p></p><p>As others have said, don't over think it. Even detailed characters can have things in their background that are not reflected on their sheets or in actual game time. These things may not have played a significant part in their life for a while but might crop back up. Just remember that most skills, class features, and feats that can be taken without any kind of background are not going to make a big impact on the PCs stats. 4 ranks in Disable Device does not suddenly make you a master safe cracker nor does Point Blank Shot make you a gunfighter and a single level of Charismatic Hero can just mean that you are likeable fellow who has learned how to get you way in some situation and not that you can sell ice to polar bears.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3926531, member: 14041"] Yes, adventures are intended as a time when the PCs get to shine through the use of skills and abilities. There are a lot of assumptions made in a class based system, exactly what they are is up to your campaign. In d20 Modern its easy to say "My character goes to the gym/library/shooting range during his off time" to justify any mechancial advancement that leveling up provides. Its just as easy in a fantasy based game. The rogue retroactively says he has been studying a book of magic around the camp fire at night, the fighter says he has been practicing a new sword technique, etc. In any game there is time where the PCs are not 'on' - they are making camp, hanging around town, or whatever and when it comes time to make choices about skills, feats, and class abilities you they can always say they were doing something toward that in their off time. Now, if it makes you feel better there are a few things you can do to make things feel a little more organic: 1) do not award XP but simply tell the players their PCs level up when you feel it is appropriate for them to do so, typically after they have accomplished a certain goal or after a given amount of time in game 2) award XP but tell the players that their PCs can only level up or take skills/feats in "associated" areas, as defined by your campaign, unless the campaign has reached a point where sufficient in character down time would allow them to multiclass or branch out into new areas (this would be most appropriate for the 'trapped in a dungeon/jungle/alien space craft for weeks' kind of game) 3) discuss with the players the kind of campaign you intend to run and the kinds of challanges they may face and ask them to plan out character advancement a few levels in advance, allowing you and them to make appropriate plans in game (this does, however, require a degree of transperancy and metathinking about the game that some may not feel comfortable playing). As others have said, don't over think it. Even detailed characters can have things in their background that are not reflected on their sheets or in actual game time. These things may not have played a significant part in their life for a while but might crop back up. Just remember that most skills, class features, and feats that can be taken without any kind of background are not going to make a big impact on the PCs stats. 4 ranks in Disable Device does not suddenly make you a master safe cracker nor does Point Blank Shot make you a gunfighter and a single level of Charismatic Hero can just mean that you are likeable fellow who has learned how to get you way in some situation and not that you can sell ice to polar bears. [/QUOTE]
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