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Training Costs to Level Up
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<blockquote data-quote="ferratus" data-source="post: 5434908" data-attributes="member: 55966"><p>For my fantasy D&D system, I'm having training costs for everything but leveling up, and getting rid of experience points.</p><p> </p><p>Instead, the PC's accumulate treasure, and when they have accumulated x amount of treasure they get a new "level of renown". This allows them to collect new HP, a bonus to attack, and a higher level of skills or powers.</p><p> </p><p>For new skills and powers, they purchase them. More or less useful skills and powers are costed accordingly, and skills further away from their base class require more time to train. They must start at level 1 skills and powers and work their way up the tree.</p><p> </p><p>I'm tinkering with it, and it seems to be going okay so far. If anyone can see some obvious shortcomings I'd like to hear them. I know that it would be better for sandboxing than an adventure path, but I like that.</p></blockquote><p></p>
[QUOTE="ferratus, post: 5434908, member: 55966"] For my fantasy D&D system, I'm having training costs for everything but leveling up, and getting rid of experience points. Instead, the PC's accumulate treasure, and when they have accumulated x amount of treasure they get a new "level of renown". This allows them to collect new HP, a bonus to attack, and a higher level of skills or powers. For new skills and powers, they purchase them. More or less useful skills and powers are costed accordingly, and skills further away from their base class require more time to train. They must start at level 1 skills and powers and work their way up the tree. I'm tinkering with it, and it seems to be going okay so far. If anyone can see some obvious shortcomings I'd like to hear them. I know that it would be better for sandboxing than an adventure path, but I like that. [/QUOTE]
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