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Previewing the new XP system
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<blockquote data-quote="lichmaster" data-source="post: 6297489" data-attributes="member: 6683330"><p><strong>Advancement pace and variant XP calc</strong></p><p></p><p>Hi Morrus,</p><p></p><p>great job so far!</p><p></p><p>Maybe I didn't get it right, but it seems to me that xp calculation and skills/tricks costs make for a very (very) quick advancement. Maybe you meant it, but this is what I noticed:</p><p>If a single character manages to kill a single Goblin (100 xp, should be moderately simple) he'll be immediately able to pick knockdown or disarm. And so on...</p><p>So the first suggestion I'd make is to increase these costs by a factor of at least 10, or to specify better what advancement pace you have in mind.</p><p></p><p>Second thing: I like having a precise mathematical formula to compute accurately XP values, CRs, ELs and so on.</p><p>I think that the current rule (sum of best 3 scores, squared) is interesting and philosophically correct (derived scores are computed from basic ones, so no need to include them), but leaving out all other values is not totally fair: a monster with all 4 is actually more difficult to defeat than a monster with 3 scores to 4 and the others to 2... With a "well rounded" enemy you'll have a hard time in finding and exploiting it's weaknesses!</p><p>Also, as I mentioned early, this XP calc system gives too many XP IMHO.</p><p></p><p>So I'm proposing this alternative but equally system: sum the square of the number of dice you are rolling for each attribute.</p><p>EG, for a Goblin scavenger (2 dice to str, 3 to agi and so on) you'll get 2^2+3^2+2^2+2^2+2^2+2^2=29 XP</p><p>a Goblin fighter will be 41</p><p></p><p>With this kind of system, the costs for the combat trick can be reduced to 5 times the values you suggested (500 for disarm and so on)</p><p></p><p>What do you think?</p><p></p><p>As an extension I'm working on including also their combat tricks and skills, because they also play an important role, but I don't know when and if I'll manage to get something working</p><p></p><p>I'll open a new thread for combat actions, with another suggestion <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Keep up with the great work!</p><p></p><p>EDIT: for all other "non flat" costs (skills, traditions), what about having a geometric progression? Something like new level squared x a constant factor like 500</p></blockquote><p></p>
[QUOTE="lichmaster, post: 6297489, member: 6683330"] [b]Advancement pace and variant XP calc[/b] Hi Morrus, great job so far! Maybe I didn't get it right, but it seems to me that xp calculation and skills/tricks costs make for a very (very) quick advancement. Maybe you meant it, but this is what I noticed: If a single character manages to kill a single Goblin (100 xp, should be moderately simple) he'll be immediately able to pick knockdown or disarm. And so on... So the first suggestion I'd make is to increase these costs by a factor of at least 10, or to specify better what advancement pace you have in mind. Second thing: I like having a precise mathematical formula to compute accurately XP values, CRs, ELs and so on. I think that the current rule (sum of best 3 scores, squared) is interesting and philosophically correct (derived scores are computed from basic ones, so no need to include them), but leaving out all other values is not totally fair: a monster with all 4 is actually more difficult to defeat than a monster with 3 scores to 4 and the others to 2... With a "well rounded" enemy you'll have a hard time in finding and exploiting it's weaknesses! Also, as I mentioned early, this XP calc system gives too many XP IMHO. So I'm proposing this alternative but equally system: sum the square of the number of dice you are rolling for each attribute. EG, for a Goblin scavenger (2 dice to str, 3 to agi and so on) you'll get 2^2+3^2+2^2+2^2+2^2+2^2=29 XP a Goblin fighter will be 41 With this kind of system, the costs for the combat trick can be reduced to 5 times the values you suggested (500 for disarm and so on) What do you think? As an extension I'm working on including also their combat tricks and skills, because they also play an important role, but I don't know when and if I'll manage to get something working I'll open a new thread for combat actions, with another suggestion ;) Keep up with the great work! EDIT: for all other "non flat" costs (skills, traditions), what about having a geometric progression? Something like new level squared x a constant factor like 500 [/QUOTE]
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