OrkJager OOC {Always open for Alts.}


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Yeah, unless any of the casters intend to start making magic items, I don't really see any reason for xp amounts- just tell us when we level up is fine with me.
 

Ditto for splitting kills; though if the Boss wants to give out personal XP for whatever he feels like rewarding that is entirely up to him.
 

Um, I think I agree with what everyone else already said...I'd vote for equal XP to all party members, and if ya wanted to pass out "bonus" XP for particularly flavorful RP ... well.. I'll be posting more often then.

In my TT games, I don't even bother with XP... levels are handed out after the completion of "quests" or "chapters," depending on what they've been doing, and I use a system similar to that found in the Artificer's Handbook for item creation. XP is just a crutch for weaker minds!

Unless you use XP, ya know.. then its perfectly cool...
 

Alrighty then, it'll be a socialist xp system. I'll keep track of the divided xp on the lowest progression chart and tell you when you all level up. (And of course, I'd be without books and my train of thought has just derailed, which of you has the lowest 2nd level xp and what is it?)

And reddist, if you could outline the Artificer's Handbook's take on item creation, I'd be interested in something like that (in case we ever get a wizard).
 



Know I've been a bit slow on the draw, but yeah... I'm with everyone else. The only reason for xp is spells with an xp cost and item creation. If Reddist has a suggestion to get round those, just level us up when you feel like it.
 

Mr. Prez said:
And reddist, if you could outline the Artificer's Handbook's take on item creation, I'd be interested in something like that (in case we ever get a wizard).

Yeah, I'll get more details to you this evening, but its basically a two-part process. A caster has spell slots (a 3rd level mage has some 2nd level slots and some 1st level slots, for example). Making an item requires the use of those spell-slots for a period of time, depending on the item's power... more powerful items need higher level spell slots. If the mage can sacrifice the slots required for the required time, he can make the item. That's one part, the "mechanics" of it. It might sound more complicated than it really is. I'll try to post something more specific later on, when I get to my books.

The second part is component based. This is the "RP" portion of item creatin, in my games. Magic items require rare and powerful components not always available at the bazaars or magic shops. Players must acquire these components somehow, either hunting down the pieces themselves, paying someone else to do it, or tracking down a merchant who deals in such esoteric items. This also allows GMs to limit the kind of magic items he wants in his games. If you don't want to alllow rings of invisibiliy, make the components difficult or impossible to get.

Thats the gist of it, anyway.
 


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