Heh, I've actually heard this idea in every edition. I've actually head it suggested that you could literally reduce all classes in 3e to a standard BAB, Save and HP accrual and by the time you hit 20th level all the distinctions you'd expect would be there...Originally posted by Afrodyte:
An idea I saw someone use a while back was to have HD determined by size instead of class: d6 for small creatures, d8 for medium, and d10 for large. I don't know how well that playtested, but I thought it was an interesting idea I should share with you.
Originally posted by Gothmog:
1) Spell DCs should be 10 + spell level + 1/2 caster level. That way, spell DCs scale with level, with more potent caster's spells being harder to resist. Also, it evens out the save DCs across levels so they tend to scale better with advancement. I have used this one since 3E came out.
This is another good idea and I've seen a d20 product on this very recently but the name escapes me. It had to do with swords that you would gain a kind of PrC in, in order to activate increasingly better powers out of it. I've seen other implementations as well - characters expending XP in their weapons to improve them, etc... Might be a good way to slow down advancement. All magic items require XP to "attune" you to them.Originally posted by Alchemist:
Personal growth items, particularly ones that are implicitly tied to the character. The item is a normal item in the hands of others, but is magical when he uses it. NPC's can still be equipped with some magic gear and the DM dosen't have to concern himself with it falling into PC's hands. It might mitigate looting as well, as there's little benefit to it if there's no expensive goodies to take and use/sell.
If it works out in the end to be the same, I'm all for it Alchemist. In fact, I like it alot. When I first heard the idea of cutting things back I basically balked until I had it really explained to me. There is only a certain amount of latitude the game will allow before things just go astray. Find the maximum amount of latitude, then make sure that you can't increase the disparity between the classes any more. That means, at some point, you have to make sure that everyone is reduced to the same progression in the key areas of the game (BAB, Saves, HP). Even small disparities will come back to haunt you later.I like your ideas on class advancement on the surface, but I'm a little wary of the implications. You're essentially looking to go back to 1st/2nd edition, when everything (except for spellcasting) stopped dead at 10th level. I'm not certain I like that. Perhaps re-distributing the bonuses a class provides over 20 levels to mirror the proposed advancement would be better, and wouldn't make it feel like you're powering up through the first 10 levels and then slowly expanding for the last 10. Just smooth the curve out a bit, if that makes any sense.
That's pretty much what I've proposed, in that one expends XP to power up an item, up to a limit of a fraction of your total xp.A'koss said:
This is another good idea and I've seen a d20 product on this very recently but the name escapes me. It had to do with swords that you would gain a kind of PrC in, in order to activate increasingly better powers out of it. I've seen other implementations as well - characters expending XP in their weapons to improve them, etc... Might be a good way to slow down advancement. All magic items require XP to "attune" you to them.
Here's a couple of feats of mine for my game. They're untested and a little rough. Feedback is appreciated.
IOC, we're experimenting with "sculpt self" style enhancements instead of the usual MI hording. Magic items are very rare, but usually very good. There may be only 1 or a small handful of many of the misc. magic items in the DMG. The Ring of Shooting Stars for example...
Story Award XP
Sources of XP in play-
Overcoming challenges while working towards a goal.
Examples:
-"Relevant" combat
-Gathering Information/Clues
-Forming Strategies/Tactics
-Solving Puzzles/Mysteries
-XP earned for overcoming these challenges will depend on two main criteria;
1) How difficult the challenge was, and
2) How much overcoming the challenge mattered to achieving a goal.
Factors taken into account might include: physical risk (combat, traps, etc.), DC of any skill checks or saves necessary (Will Save, Bluff, Search), etc. This is left largely up to the DMs judgement, but the rate of character progression from level to level shouldn't be too different from using Combat-based (CR) XP rewards.
Roleplaying and "Story support."
Examples:
-Actions and decisions consistent with character and goals.
-Keeping player and character knowledge distinct.
-"Flavor" injections into game (Speaking in character, etc.).
XP earned for RP is not as much as for challenges and goals, but actions wildly inconsistent with a character's personality, etc. will lessen the value of any stated goals. Also, the campaign will be taking stated PC goals into account, so playing a character
consistently will give them more goal-related adventures and thus more opportunities for XP awards. The criteria for determining awards for RP will be based primarily upon how consistently your character is played "to concept" and making an effort at "fitting" the character into the campaign world.
Achieving Goals.
Examples:
-Story/Campaign goals set by DM. i.e. Finishing a quest, etc.
-Party goals. i.e. Triumphing over a rival group of adventurers.
-Personal goals. i.e. Defeating archfoe, attaining noble rank, etc.
Goals are defined in part by the DM when he makes the adventures and setting. Some goals are defined by the party as they play (i.e. Get items the wizard needs to set up his lab so he can make magic items for the group.). Others are defined by the players when they design their characters (Avenge their father's death, become a knight, marry their childhood sweetheart, etc.). PC-design goals are usually longer term goals. "Get a big-a$$ sword!" isn't really a goal. "Retrieve the ancestral blade of my clan (after killing the thief messily)!" is a goal.