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General Tabletop Discussion
*Dungeons & Dragons
Story Rewards instead of level rewards?
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<blockquote data-quote="Blue" data-source="post: 7952835" data-attributes="member: 20564"><p>13th Age has 10 levels covering the same range of 1-20 in D&D 5e, so it has more regular modifiers per level. It gives a feat every level. So basically at the end of every session with some meaningful advancement, the player gets to pick one of the following, translated into 5e terms. These aren't all of what you get at levels, but everyone gets these. You can only pick each one once except "Power or spell".</p><p></p><ul> <li data-xf-list-type="ul">ASI at appropriate levels.</li> <li data-xf-list-type="ul">Feat</li> <li data-xf-list-type="ul">Hit Points</li> <li data-xf-list-type="ul">Attunement: 13th Age effectively had attunement rules prior to 5e, but it was one item per level. So you could act as a level higher and attune an extra item.</li> <li data-xf-list-type="ul">Skills - 13th Age gives +1 per level instead of slowly advancing proficiency, so you can get that bonus to yout skills earlier.</li> <li data-xf-list-type="ul">Power or Spell - get a class feature or a new spell.</li> <li data-xf-list-type="ul">Talent - this is bigger class feature. most classes pick 3 talents from a list at 1st to define them, sort of how 5e has subclasses. (And they advance through feats.) A few of the classes also get additional talents at some levels.</li> <li data-xf-list-type="ul">Icon Relationship Points - this is specific to 13th Age, a tying the character into the setting, that has no equivalent in 5e.</li> </ul><p></p><p>How I would do it with your idea is that many (but not all) of them would require story-based unlocks. Then when story milestones say to get one, I'd give players choice of one. So just because you've found a mentor for X doesn't mean you've been spending all of your focus there and mastered it quite yet. So everyone is still advancing at the same rate, but the options of what they pick is expanding based on their in-world actions.</p></blockquote><p></p>
[QUOTE="Blue, post: 7952835, member: 20564"] 13th Age has 10 levels covering the same range of 1-20 in D&D 5e, so it has more regular modifiers per level. It gives a feat every level. So basically at the end of every session with some meaningful advancement, the player gets to pick one of the following, translated into 5e terms. These aren't all of what you get at levels, but everyone gets these. You can only pick each one once except "Power or spell". [LIST] [*]ASI at appropriate levels. [*]Feat [*]Hit Points [*]Attunement: 13th Age effectively had attunement rules prior to 5e, but it was one item per level. So you could act as a level higher and attune an extra item. [*]Skills - 13th Age gives +1 per level instead of slowly advancing proficiency, so you can get that bonus to yout skills earlier. [*]Power or Spell - get a class feature or a new spell. [*]Talent - this is bigger class feature. most classes pick 3 talents from a list at 1st to define them, sort of how 5e has subclasses. (And they advance through feats.) A few of the classes also get additional talents at some levels. [*]Icon Relationship Points - this is specific to 13th Age, a tying the character into the setting, that has no equivalent in 5e. [/LIST] How I would do it with your idea is that many (but not all) of them would require story-based unlocks. Then when story milestones say to get one, I'd give players choice of one. So just because you've found a mentor for X doesn't mean you've been spending all of your focus there and mastered it quite yet. So everyone is still advancing at the same rate, but the options of what they pick is expanding based on their in-world actions. [/QUOTE]
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Story Rewards instead of level rewards?
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