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Story-based levelling
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<blockquote data-quote="Lord Morte" data-source="post: 1946510" data-attributes="member: 24548"><p>Rare and difficult to acquire components would probably be the easiest option (from a record-keeping POV). I'm not sure how well action points would work as an item creation component, as spell-casters have as much call for them as skill-based and combat-orientated characters. I'd say it would especially break down around things like Brew Potion and Scribe Scroll, which are supposed to be cheap and plentiful. Alternatively, a reserve of points, such as the artificer's craft pool, that accrue at each level and can be spent instead of xp in item creation?</p><p></p><p>Have you considered granting actual xp at campaign-appropriate points rather than straight level-ups? What I mean is, granting the party 1000 xp after successful rescuing the princess, so they can either level up or spend it on items as they wish? Removing xp completely has too many flow-on effects to be done easily.</p></blockquote><p></p>
[QUOTE="Lord Morte, post: 1946510, member: 24548"] Rare and difficult to acquire components would probably be the easiest option (from a record-keeping POV). I'm not sure how well action points would work as an item creation component, as spell-casters have as much call for them as skill-based and combat-orientated characters. I'd say it would especially break down around things like Brew Potion and Scribe Scroll, which are supposed to be cheap and plentiful. Alternatively, a reserve of points, such as the artificer's craft pool, that accrue at each level and can be spent instead of xp in item creation? Have you considered granting actual xp at campaign-appropriate points rather than straight level-ups? What I mean is, granting the party 1000 xp after successful rescuing the princess, so they can either level up or spend it on items as they wish? Removing xp completely has too many flow-on effects to be done easily. [/QUOTE]
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