Trainz
Explorer
Sometimes a player will discover that certain options he picked for his character are suboptimal or even downright useless. The DM plays a certain item in a way that the players didn't expect, the campaign turns out to be devoid of the item that the player's ability focuses on, the player simply didn't understand the rules right when picking the item.
Examples:
- Sorceror picks the spell Alarm, but the DM decides that the spell can be triggered by squirrels and other small mammals, which renders the spell virtually useless (sorceror is currently dual-classing and won't have a chance to switch his spell before long)
- Ranger focuses on dragons as species enemy, only to find out after 20 or so games that the DM will only have them fight a dragon about once during the campaign, if any
- Cleric picks the feats Empower Turning and Quicken Turning and then finds out (as previous example) that very few undead will be fought
- Sorceror picks the feats Draconic Heritage and Draconic Fight, and very rarely uses them because most fights in the campaign are in low-ceilinged dungeon rooms
- Fighter finds a long-sword that the campaign suggests he should wield (nice powers, story arc including sword), but half his feats are devoted to weilding a greatsword
- Upon becoming epic, a cleric needs a high prereq in a skill (Spellcraft for example) to acquire a certain feat, but never developped the skill before
- You want to qualify for a certain prestige class, but you have none of the skills and feats requirements
There can be any number of reasons that your character could be more than he currently is. It can be frustrating to wait for many levels until the new items are acquired, with the old items still taking space on the character sheet, unused.
A fix to this could be to simply let players change items on their sheets for different ones, but in order to prevent abuse, I would like to propose a system under which to execute those transformations. The following items can be switched with the following XP costs:
-Feat: 1000 xp
-Skill rank: 200 xp
-Spell known: 100 xp / spell level
-Favored enemy: 500 xp / +2 increment
The transformation takes time. A character can't simply decide to have a certain feat in a fight and switch it for another in the next fight. When a player decides to alter his character using those rules, he immediately loses use if his current item, and will only have access to the new item in a number of days equal to the XP cost divided by 100. This represents the period the character needs to train/research the new item. It can be done while adventuring, and as long as the character isn't helpless/bound, the switch will happen after the given time. Reduce the training time by half if the character devotes all his time to the change, and reduce time by 2 days if he has access to someone who already has the knowledge and is willing to impart it on the character.
What do you think ?
Examples:
- Sorceror picks the spell Alarm, but the DM decides that the spell can be triggered by squirrels and other small mammals, which renders the spell virtually useless (sorceror is currently dual-classing and won't have a chance to switch his spell before long)
- Ranger focuses on dragons as species enemy, only to find out after 20 or so games that the DM will only have them fight a dragon about once during the campaign, if any
- Cleric picks the feats Empower Turning and Quicken Turning and then finds out (as previous example) that very few undead will be fought
- Sorceror picks the feats Draconic Heritage and Draconic Fight, and very rarely uses them because most fights in the campaign are in low-ceilinged dungeon rooms
- Fighter finds a long-sword that the campaign suggests he should wield (nice powers, story arc including sword), but half his feats are devoted to weilding a greatsword
- Upon becoming epic, a cleric needs a high prereq in a skill (Spellcraft for example) to acquire a certain feat, but never developped the skill before
- You want to qualify for a certain prestige class, but you have none of the skills and feats requirements
There can be any number of reasons that your character could be more than he currently is. It can be frustrating to wait for many levels until the new items are acquired, with the old items still taking space on the character sheet, unused.
A fix to this could be to simply let players change items on their sheets for different ones, but in order to prevent abuse, I would like to propose a system under which to execute those transformations. The following items can be switched with the following XP costs:
-Feat: 1000 xp
-Skill rank: 200 xp
-Spell known: 100 xp / spell level
-Favored enemy: 500 xp / +2 increment
The transformation takes time. A character can't simply decide to have a certain feat in a fight and switch it for another in the next fight. When a player decides to alter his character using those rules, he immediately loses use if his current item, and will only have access to the new item in a number of days equal to the XP cost divided by 100. This represents the period the character needs to train/research the new item. It can be done while adventuring, and as long as the character isn't helpless/bound, the switch will happen after the given time. Reduce the training time by half if the character devotes all his time to the change, and reduce time by 2 days if he has access to someone who already has the knowledge and is willing to impart it on the character.
What do you think ?
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