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*Pathfinder & Starfinder
The "Growing Up" rule
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<blockquote data-quote="Spatzimaus" data-source="post: 2758488" data-attributes="member: 3051"><p>IMC we actually did something like this, but instead of "resetting" the XP meter, it was more of a graduated system. NPC class levels cost less XP, and you could trade them in for "real" class levels later on, but this was only intended for the first few levels. The idea was that there shouldn't be such a huge jump from level 1 to level 2, </p><p></p><p>So, everyone started as a level 1 Commoner as a child. The goal was that after gaining two levels (3000 XP) you'd be an adult, with the normal assortment of PC class levels, but before then you'd be a mix of half-trained classes. Effectively, each die went through three stages: Commoner, NPC (the other four, or any of the one-level half-strength "apprentice" rules for PC classes), PC. You couldn't have more than three total dice until you re-entered the normal progression at 3000 XP, so no stacking up tons of Commoner levels, and no way to accidentally create a multiclass penalty.</p><p></p><p>At 0 XP you're a Commoner 1. For each quarter of a level (250, 500, 750, 1000, 1500, 2000, 2500, and 3000 XP, 8 steps) you have the option of adding a new Commoner die or upgrading one of your existing classes by one "step".</p><p></p><p>Let's say you wanted to be a pure Bard, by way of the Noble NPC class. So, at 750 XP (3 "upgrades") you might be a Bard 1/Commoner 1, Noble 1/Commoner 2, Noble 2, Noble 1/Apprentice Bard, or Apprentice Bard/Commoner 2. Plenty of variation. Now, we had to fudge a few of the relationships involved (what happens to a Noble's weapon and armor proficiency when he completely "upgrades" to Bard?), but in the end it worked well. And, it made NPCs more interesting, which was always a plus; we worked up rules for someone who wanted to stay an NPC class beyond the first few levels, but it was more trouble than it was worth.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2758488, member: 3051"] IMC we actually did something like this, but instead of "resetting" the XP meter, it was more of a graduated system. NPC class levels cost less XP, and you could trade them in for "real" class levels later on, but this was only intended for the first few levels. The idea was that there shouldn't be such a huge jump from level 1 to level 2, So, everyone started as a level 1 Commoner as a child. The goal was that after gaining two levels (3000 XP) you'd be an adult, with the normal assortment of PC class levels, but before then you'd be a mix of half-trained classes. Effectively, each die went through three stages: Commoner, NPC (the other four, or any of the one-level half-strength "apprentice" rules for PC classes), PC. You couldn't have more than three total dice until you re-entered the normal progression at 3000 XP, so no stacking up tons of Commoner levels, and no way to accidentally create a multiclass penalty. At 0 XP you're a Commoner 1. For each quarter of a level (250, 500, 750, 1000, 1500, 2000, 2500, and 3000 XP, 8 steps) you have the option of adding a new Commoner die or upgrading one of your existing classes by one "step". Let's say you wanted to be a pure Bard, by way of the Noble NPC class. So, at 750 XP (3 "upgrades") you might be a Bard 1/Commoner 1, Noble 1/Commoner 2, Noble 2, Noble 1/Apprentice Bard, or Apprentice Bard/Commoner 2. Plenty of variation. Now, we had to fudge a few of the relationships involved (what happens to a Noble's weapon and armor proficiency when he completely "upgrades" to Bard?), but in the end it worked well. And, it made NPCs more interesting, which was always a plus; we worked up rules for someone who wanted to stay an NPC class beyond the first few levels, but it was more trouble than it was worth. [/QUOTE]
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