genshou
First Post
To me, this makes no less sense than having them lose a level. They will take longer to get their next level, so it has the same effect in that regard without being quite as messy. I would impose a negative level until they reach the required XP for their current level, myself.Crothian said:Yep, I let them do the same for spending XP on crafting items too. It all owrks out in the end XP wise, it just doesn't cause the dominoes to start falling when characters die, they come back weaker with everyone else stronger...and they die again...repeat
That would be JD Wiker on The Game Mechanics, I believe. Is this what you are talking about?Staffan said:I have a house rule that I think I saw on Andy Collins' site. Basically, instead of losing a level when you're raised, you gain a semi-permanent negative level (same as energy drain). This level persists until the next time you gain a level, at which time it goes away. So it's more of a temporary penalty.