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<blockquote data-quote="Quickleaf" data-source="post: 1947099" data-attributes="member: 20323"><p>The way I see it, you don't need to adapt the experience point system to your idea. You need to adapt the magic item creation system! Get rid of the need for XP in creating items (and for certain spells), and your problem is solved.</p><p></p><p>Many ideas have been discussed for doing this. Here are some that I remember:</p><p></p><p>-Power components: Require special quests to get spell components for powerful spells or for creating magic items. One trick I love to use is "paradoxical components" such as "a tear that was never shed" or "clay baked by a sun that never rises." These require some real mind-bending and are great puzzle-quests that allow a wizard a good deal of creativity.</p><p></p><p>-Get the Encyclopedia Arcane and use the magic item creation system there. I hear it is very good. </p><p></p><p>-Replace the experience costs of spells with ability score costs, or other appropriate sacrifices. For example, to cast permanency, a wizard might have to meet one of the following conditions: an oath to never have a permanent home, be an upstanding and stable (i.e. non-transient) member of a society, invest some of their own life force (Constitution) into the permanent effect, etc.</p><p></p><p>-*Require* spells with EXP costs to be cast by multiple casters in a ritual. This should make them far more rare, and (since you have a party of 3 spellcasters) encourage them to work in concert more, possibly leading into designing their own ritual spells.</p><p></p><p></p><p>I used a similar "level-up" system in a campaign. During the first half of the campaign we used XP as normal. After a while it got tedious, and I asked the PCs if they were OK with leveling up, and they thought it was a great idea. Of course, that was 2ed.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 1947099, member: 20323"] The way I see it, you don't need to adapt the experience point system to your idea. You need to adapt the magic item creation system! Get rid of the need for XP in creating items (and for certain spells), and your problem is solved. Many ideas have been discussed for doing this. Here are some that I remember: -Power components: Require special quests to get spell components for powerful spells or for creating magic items. One trick I love to use is "paradoxical components" such as "a tear that was never shed" or "clay baked by a sun that never rises." These require some real mind-bending and are great puzzle-quests that allow a wizard a good deal of creativity. -Get the Encyclopedia Arcane and use the magic item creation system there. I hear it is very good. -Replace the experience costs of spells with ability score costs, or other appropriate sacrifices. For example, to cast permanency, a wizard might have to meet one of the following conditions: an oath to never have a permanent home, be an upstanding and stable (i.e. non-transient) member of a society, invest some of their own life force (Constitution) into the permanent effect, etc. -*Require* spells with EXP costs to be cast by multiple casters in a ritual. This should make them far more rare, and (since you have a party of 3 spellcasters) encourage them to work in concert more, possibly leading into designing their own ritual spells. I used a similar "level-up" system in a campaign. During the first half of the campaign we used XP as normal. After a while it got tedious, and I asked the PCs if they were OK with leveling up, and they thought it was a great idea. Of course, that was 2ed. [/QUOTE]
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