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*Pathfinder & Starfinder
Removing the XP requirement from spells
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<blockquote data-quote="Randolpho" data-source="post: 3506666" data-attributes="member: 3016"><p>No, I totally caught that. </p><p></p><p>If you are not familiar with the Artificer class in Eberron, an Artificer gets a certain amount of "craft reserve" points every level. They are not XP, but special points that can be used, like XP, toward the XP cost for crafting an item. Because you do not have XP in your game, I was suggesting that you create a similar pool of points that can be used toward the XP cost of spells and items. </p><p></p><p>In the Eberron campaign setting, the "craft reserve" serves as a means of *increasing* the total magic of the world, by basically allowing the Artificer to create more magic items than a wizard might normally create. The pool I'm suggesting would serve a somewhat contrary purpose; that is, it would limit the number of items or powerful spells that a wizard could create/cast, without requiring you to build up some weird XP/AP conversion scale, essentially serving the exact same function that XP costs serve. Additionally, it would allow the spellcaster to use APs for more appropriate, heroic situations without having to wait for an AP reward (which I'm guessing are fairly rare) to actually make something. </p><p></p><p>The number of points in the pool would be character level dependent; the example I suggested was 10% of the total number of XP that would have been required for that level, so that a fifth level character (regardless of class mix), who would have needed 10,000 XP to advance to fifth level if (s)he were playing in a game that had XP, would have 1,000 points to use toward the XP cost of items or spells. This 10% number is totally arbitrary; you could adjust it as you saw fit -- I would suggest playtesting before settling on a final number.</p><p></p><p>No, what I'm suggesting is not XP, nor does the point pool represent some form of "life force expended in order to cast/create". They are simply a game mechanic that balances the numiber of magic items and/or powerful spells that a spellcaster can cast in an XP-free game. Overall, I think such a system would be a simplification, one that would allow you to rely on the game balance inherent in the D&D game without having to come up with your own AP/XP conversions for individual spells and items.</p></blockquote><p></p>
[QUOTE="Randolpho, post: 3506666, member: 3016"] No, I totally caught that. If you are not familiar with the Artificer class in Eberron, an Artificer gets a certain amount of "craft reserve" points every level. They are not XP, but special points that can be used, like XP, toward the XP cost for crafting an item. Because you do not have XP in your game, I was suggesting that you create a similar pool of points that can be used toward the XP cost of spells and items. In the Eberron campaign setting, the "craft reserve" serves as a means of *increasing* the total magic of the world, by basically allowing the Artificer to create more magic items than a wizard might normally create. The pool I'm suggesting would serve a somewhat contrary purpose; that is, it would limit the number of items or powerful spells that a wizard could create/cast, without requiring you to build up some weird XP/AP conversion scale, essentially serving the exact same function that XP costs serve. Additionally, it would allow the spellcaster to use APs for more appropriate, heroic situations without having to wait for an AP reward (which I'm guessing are fairly rare) to actually make something. The number of points in the pool would be character level dependent; the example I suggested was 10% of the total number of XP that would have been required for that level, so that a fifth level character (regardless of class mix), who would have needed 10,000 XP to advance to fifth level if (s)he were playing in a game that had XP, would have 1,000 points to use toward the XP cost of items or spells. This 10% number is totally arbitrary; you could adjust it as you saw fit -- I would suggest playtesting before settling on a final number. No, what I'm suggesting is not XP, nor does the point pool represent some form of "life force expended in order to cast/create". They are simply a game mechanic that balances the numiber of magic items and/or powerful spells that a spellcaster can cast in an XP-free game. Overall, I think such a system would be a simplification, one that would allow you to rely on the game balance inherent in the D&D game without having to come up with your own AP/XP conversions for individual spells and items. [/QUOTE]
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Removing the XP requirement from spells
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