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<blockquote data-quote="Kavon" data-source="post: 1454094" data-attributes="member: 9822"><p>Hey RuleMaster <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>That shouldn't be too much, I guess <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>Though I always kinda feel bad about talking about all this in U_K's topics, and I don't really feel like making my own thread about it, since.. well, the reasons I already stated in my other reply.</p><p></p><p>Anyway, I guess I'll just give a brief example of the basics of the system.</p><p>Ok, let's see... Other than racial traits/abilities (which are all strictly things that someone would be born with, not things that would've been learned through the society, like the weapon proficiency with elves, etc), there is no predesigned set of abilities to choose.</p><p>The experience for character levels remains the same (1st level to 2nd level 1000 XP, etc), but there are no class levels whatsoever. Instead, players buy 'slots' (for lack of a better name) with which they 'purchase' their traits/abilities. At first level one slot costs 5 XP, and every level thereafter adds an additional 5 XP to that (10 XP for level 2, 15 XP for level 3, etc). This makes it so that 200 'slots' always equal 1 character level.</p><p>There is no maximum for anything, since someone would be sacrificing one thing in place of another (lots of skill points, hit points, saves, attack bonus, you name it = less of other things). As long as things have the correct cost, this should work out well.</p><p>If a player wants to get an ability that wouldn't be really easy to obtain, like being able to fly, or what not, the only restrictions on that would be in game, since the character would need to find a way to get the ability to fly..somehow. Certain races have access to certain things from the get go though, which would be part of their racial traits. So (normally) they'd be able to improve upon these things by their selves.</p><p></p><p>Besides this, I'm also working on that magic system I mentioned, as well as a different initiative system, which incorporates weapon speeds (simply because my players like weapon speeds). Right now I'm trying to find a nice balance between weapons and damaging magic, and what costs they should all have (the weapon/armor proficiency thing will be quite different as well, though the thing I have right now is not really what I'm looking for).</p><p>I'll be changing the way magic items work too, since the current system wouldn't work anymore (and I'm trying to keep away from money being a great part of balancing a character, since putting XP/slots into having a wealth allotment just wasn't going to work..since it would make little sense, especially with how my campaign world works).</p><p></p><p>Uh.. I think I forgot some things, but I guess this should be good enough for now anyway (and I'm going to retire for the night, so I don't feel like going over it again right now <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>Anyway, I hope this gives you an idea of what I'm working on. <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></blockquote><p></p>
[QUOTE="Kavon, post: 1454094, member: 9822"] Hey RuleMaster :) That shouldn't be too much, I guess :p Though I always kinda feel bad about talking about all this in U_K's topics, and I don't really feel like making my own thread about it, since.. well, the reasons I already stated in my other reply. Anyway, I guess I'll just give a brief example of the basics of the system. Ok, let's see... Other than racial traits/abilities (which are all strictly things that someone would be born with, not things that would've been learned through the society, like the weapon proficiency with elves, etc), there is no predesigned set of abilities to choose. The experience for character levels remains the same (1st level to 2nd level 1000 XP, etc), but there are no class levels whatsoever. Instead, players buy 'slots' (for lack of a better name) with which they 'purchase' their traits/abilities. At first level one slot costs 5 XP, and every level thereafter adds an additional 5 XP to that (10 XP for level 2, 15 XP for level 3, etc). This makes it so that 200 'slots' always equal 1 character level. There is no maximum for anything, since someone would be sacrificing one thing in place of another (lots of skill points, hit points, saves, attack bonus, you name it = less of other things). As long as things have the correct cost, this should work out well. If a player wants to get an ability that wouldn't be really easy to obtain, like being able to fly, or what not, the only restrictions on that would be in game, since the character would need to find a way to get the ability to fly..somehow. Certain races have access to certain things from the get go though, which would be part of their racial traits. So (normally) they'd be able to improve upon these things by their selves. Besides this, I'm also working on that magic system I mentioned, as well as a different initiative system, which incorporates weapon speeds (simply because my players like weapon speeds). Right now I'm trying to find a nice balance between weapons and damaging magic, and what costs they should all have (the weapon/armor proficiency thing will be quite different as well, though the thing I have right now is not really what I'm looking for). I'll be changing the way magic items work too, since the current system wouldn't work anymore (and I'm trying to keep away from money being a great part of balancing a character, since putting XP/slots into having a wealth allotment just wasn't going to work..since it would make little sense, especially with how my campaign world works). Uh.. I think I forgot some things, but I guess this should be good enough for now anyway (and I'm going to retire for the night, so I don't feel like going over it again right now :o ) Anyway, I hope this gives you an idea of what I'm working on. ;) [/QUOTE]
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