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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
v4: Challenge Ratings pdf (3.5 compatible)
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<blockquote data-quote="Kavon" data-source="post: 1197613" data-attributes="member: 9822"><p>Hey U_K <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>Ah, don't worry about it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Yeah, I guess that's true <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p>Hmm.. Well, I'll be explaining this to my friends tomorrow or something, so I guess I'll ask them what they think about it.</p><p></p><p></p><p></p><p>Yeah, they sure are <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>I think I could just use both methods.</p><p>Individual HP buying would ensure you get the HP.</p><p>Dice HP buying will have a chance of being higher or lower, so this would be the 'gamble for your XP' choice, or something <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Yeah, I realized yesterday evening that they'd need to pick a race, and the races are premade already (with maybe a little freedom here and there, but it'll be a package either way. Anomalies could occur of course, so I'll use a loose hand when they pick their race.</p><p></p><p></p><p></p><p>Hmm... Yeah, I guess I'll figure something out.</p><p></p><p></p><p></p><p>Hmm... I think it would fit for me, since I prefer to think of XP as something you spend permanently (something you have to pay XP for, but isn't permanent, isn't truely worth the XP, IMO. So I'd change that to a GP cost, or a temporary XP penalty or something allong those lines).</p><p>It's like.. If someone gained 1000XP, their character level is increased to 2 irrelevant of what they spent it on (as long as it's permanent, it increases their value and power as a character). This is what I believe to be the best way to handle XP.</p><p></p><p>Gold is something that can be won or lost, so it makes it more loose in the long shot.</p><p>Just have a player gamble a bit, and win allot, they'll get allot more then they should have for their level (it wouldn't be fair to restrict them on this, since it would only be realistic that they should be able to do stuff like that). This is probably also why I have trouble trying to figure out a way for them to get things with material value for XP, while not creating it themselves. XP is not something material. It's the experience of the body, of the mind.</p><p>The only way I can think of handling that right now is to let them pay for an 'allowed total GP value' like thing, but then I'd still need to restrict them when they reach the limit. I know I could just say 'NO', and wave the DM stick around, but I know it doesn't make sense to restrict them like that. It's an arguement that I cannot win with my players, because I agree with them, so I need to make it work somehow.</p><p></p><p>I know I probably have a weird way of viewing XP and GP stuff, but the alternative makes things unbalanced too quickly. For example.. If someone writes a scroll, they spend XP on it. They use the scroll, and they will have lost the XP forever, while their teammates still have the XP. All that for one one-time spell. The scroll writer will be behind on the rest, but they gained the exact same amount of XP. This is why I believe that for whatever the player pays XP for, it should be permanent, or it should return the XP that was spent when the thing that it was used on is useless.</p><p></p><p>Hmm... I guess I could let them get GP value in advance, and any future XP will be forced to be put in there untill they paid it off. If they lose GP value, I'll just free some XP up for them? GP value is temporary like a scroll.. So the XP they spent on it should also be temporarily spent in that way.</p><p>Hmm... Ranting helps me think of things it seems <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /></p><p></p><p>Edit: Hmm... Would it be possible to somehow get to know how you built all the classes? As in.. How much you ranked for everything? It would be very usefull to use as an example to see how to do things exactly. I'd be mostly guessing at some things without it.</p><p></p><p>Hmm... There was something else... Oh yeah. With spell-like abilities and the like.. One of the multipliers has spell level. Allot of abilities have the spell level tied to the character level.. How would I take this into account?</p></blockquote><p></p>
[QUOTE="Kavon, post: 1197613, member: 9822"] Hey U_K :) Ah, don't worry about it ;) Yeah, I guess that's true :p Hmm.. Well, I'll be explaining this to my friends tomorrow or something, so I guess I'll ask them what they think about it. Yeah, they sure are :D I think I could just use both methods. Individual HP buying would ensure you get the HP. Dice HP buying will have a chance of being higher or lower, so this would be the 'gamble for your XP' choice, or something ;) Yeah, I realized yesterday evening that they'd need to pick a race, and the races are premade already (with maybe a little freedom here and there, but it'll be a package either way. Anomalies could occur of course, so I'll use a loose hand when they pick their race. Hmm... Yeah, I guess I'll figure something out. Hmm... I think it would fit for me, since I prefer to think of XP as something you spend permanently (something you have to pay XP for, but isn't permanent, isn't truely worth the XP, IMO. So I'd change that to a GP cost, or a temporary XP penalty or something allong those lines). It's like.. If someone gained 1000XP, their character level is increased to 2 irrelevant of what they spent it on (as long as it's permanent, it increases their value and power as a character). This is what I believe to be the best way to handle XP. Gold is something that can be won or lost, so it makes it more loose in the long shot. Just have a player gamble a bit, and win allot, they'll get allot more then they should have for their level (it wouldn't be fair to restrict them on this, since it would only be realistic that they should be able to do stuff like that). This is probably also why I have trouble trying to figure out a way for them to get things with material value for XP, while not creating it themselves. XP is not something material. It's the experience of the body, of the mind. The only way I can think of handling that right now is to let them pay for an 'allowed total GP value' like thing, but then I'd still need to restrict them when they reach the limit. I know I could just say 'NO', and wave the DM stick around, but I know it doesn't make sense to restrict them like that. It's an arguement that I cannot win with my players, because I agree with them, so I need to make it work somehow. I know I probably have a weird way of viewing XP and GP stuff, but the alternative makes things unbalanced too quickly. For example.. If someone writes a scroll, they spend XP on it. They use the scroll, and they will have lost the XP forever, while their teammates still have the XP. All that for one one-time spell. The scroll writer will be behind on the rest, but they gained the exact same amount of XP. This is why I believe that for whatever the player pays XP for, it should be permanent, or it should return the XP that was spent when the thing that it was used on is useless. Hmm... I guess I could let them get GP value in advance, and any future XP will be forced to be put in there untill they paid it off. If they lose GP value, I'll just free some XP up for them? GP value is temporary like a scroll.. So the XP they spent on it should also be temporarily spent in that way. Hmm... Ranting helps me think of things it seems :o Edit: Hmm... Would it be possible to somehow get to know how you built all the classes? As in.. How much you ranked for everything? It would be very usefull to use as an example to see how to do things exactly. I'd be mostly guessing at some things without it. Hmm... There was something else... Oh yeah. With spell-like abilities and the like.. One of the multipliers has spell level. Allot of abilities have the spell level tied to the character level.. How would I take this into account? [/QUOTE]
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