Tywyll said:
What kind of system did you use? I would be interested in seeing it in detail. I am considering allowing PCs to spend Xp on feats and what not. I'd be interested in seeing how others handled it.
We had implemented such a system for feats (an exponentially growing cost), rudimentary spellcasting (fighters could learn how to cast a magic missile, for example), and buying ability points (again, an exponentially growing cost). The first was scrapped in favour of improving feats. The second was scrapped to avoid too much complexity (how many times can a fighter cast MM per day? Would he need material components, etc). We kept the third. It's something like 2^n * 100 XP per ability point, n being the instance. As you can see it blows up pretty quick.
I like to award extra skill points for good bookkeeping. Since they have tens of followers, this can get hairy if they're not careful. A few skill points now and then is a good motivator.
I wouldn't mind showing you our game doc, Tywyll... unfortunately, it's about 70 MB and I have been trying to upload it to my site for ages... the process breaks and starts over around 25 megs. So here is an example of class construction (the wizard). Note that abilities that cost "auto" cannot be avoided. The wizard has 175 CPs he can spend. This is very much like the skills and powers system, but with quite a few added purchasables. Descriptions follow the summary...
A "-" costs CPs, a "+" adds them to your total. Number in parentheses are when powers are granted for the class.
BASIC
Casting Method (Defiler) ... auto (1st)
Casting Method (Preserver) ... -30 (Corequisite: Level Adjustment: +2) (1st)
Followers ... -5 (10th)
Granted Powers (High Level) ... auto (special)
Hit Points (Wizard) ... auto (1st)
Level Adjustment: +2 ... +30 (corequsite: Casting Method: Preserver) (1st)
Transformation Capability ... auto (1st)
FEATS
Bonus Feat: Cubability ... auto (1st)
ITEM CREATION
Enchant Item: Armour and Shields (12th), Rings (16th), Rods (14th), Staves (16th), Wands (14th), Weapons (12th)... -5 each
Enchant Item: Magical Liquids ... auto or -5 if they want to do so at 3rd level (9th or 3rd)
Enchant Item: Miscellaneous Magic ... -10 (16th)
Enchant Item: Scrolls ... auto or -5 if they want to do so at 1st level (6th or 1st)
ITEMS
Armour Access (Wizard) ... auto (1st)
Bookworm ... -20 (1st)
Limited Magical Item (Cleric) ... -15 per (1st)
Magical Item Access (Wizard) ... auto (1st)
Magical Item Forbidden ... +5 per category (1st)
Weapon Access (Wizard) ... auto (1st)
Weapon Forbidden: All ... +30 (1st)
MAGIC
Arcane Memory ... -5 (1st)
Armoured Casting ... -5 (for light armour) or -15 (for heavy armour) or -25 (for no armour restrictions) (1st) NOTE: We don't play with chance of spell failure, wizards cannot cast in armour at all
Automatic Spells ... auto (1st)
Dispel Magic ... -10 (5th) ... this is 2/day
Limited Spell Selection ... auto (1st)
No Material Components ... -10 per school (1st)
Permanent Spell Effect ... -10 for 1st, -15 for 2nd or 3rd (5th)
Read Magic ... -5 (1st)
School Access (Major) ... -15 per school (1st)
School Access (Major): Universal ... auto (1st)
School Access (Minor): -5 per school (1st)
School Resistance ... -20 per school (1st)
School Specialist ... -15 per school (1st)
Wild Mage ... -30 (1st)
MERITS
Arcanist ... -15 (1st)
Chargecaster ... -20 (1st)
Construct Master ... -25 (1st)
Flesh Focus ... -10 (1st)
Materialist ... -20 (1st)
Resistance to Horror ... -10 (1st)
Spellhound ... -10 (7th)
Undead Master ... -25 (1st)
SKILLS
Limited Skill Access (Thief) ... -10 per skill (1st)
Skill Access (Wizard) ... auto (1st)
Now I'll explain the ones that need an explanation...
- Transformation Capability: All characters who have achieved 20th level simultaneously in two specific classes can choose to transform into a higher being. The choices available are outlined in the table below. A character who has the capability to transform is not forced to do so; he may continue on in his present classes without restriction.
- Bonus Feat: Cubability: All wizards have the capability of sensing and activating a cube: a device of the greatest power, only one of which can ever be safely activated on Sernia. Because control of the device is so difficult, and because other wizards are aware of an activated cube-- those who can vy for its control-- caution is advised... but not necessary.
- Bookworm: The character is either blessed with a fraction of Cthulhu wisdom, or he is an expert of Cthulhu lore and is able to retain the information of a number of Oraculum Furiae equal to his Intelligence modifier; the character need not be in possession of the particular book to use its abilities. The selection of memorised books can be changed, but only by destroying the particular book that must be flushed out of the character’s system.
- Limited Magical Item (Cleric): The character can use a single magical item of choice reserved for the stated class (like a wand of fire for wizards) as if he were that class. Each additional 5 CPs spent on this ability grants access to another normally-restricted item.
- Magical Item Forbidden: The character is unable to use a certain class of magical item. Valid choices are outlined in the table below. Forbidden magical items cannot be used in any magical capacity by the character (even if he is multiclassed). This ability cannot be purchased twice for the same class of magical items by a multiclassed character. Each additional forbidden class of magical items awards 5 additional CPs for use. For a wizard the choices are: Magical liquids, rings, rods, scrolls, staves, and wands.
- Weapon Forbidden: The character gains no initial proficiency in weapons. Additionally, he may never gain proficiency in a single weapon, ever. This ban includes natural weapons that the character would not normally be proficient in—such as newly gained natural weapons or armaments grafted to his body—and any katas that would otherwise be available to him.
- Arcane Memory: The character is able to retain 3 spells of his choice permanently in his memory. Memorising such a spell in this manner requires 1 month (this time need not be solely dedicated to the task: the character is assumed to be studying the spell intensely in his spare time). Spells so memorised do not require the character to have them in written form for his perusal; thus, if the character ever loses his spellbook he can still cast these spells.
- Arcanist: In matters of the occult and supernatural, the knowledge of an arcanist is unmatched. Some have remarked wryly that bards know a little bit about everything, while arcanists know a little bit about everything spooky. (this is from Ravenloft. Cool skill).
- Chargecaster: The character can power his spells or theurgies with item charges. The number of charges consumed in the process of casting is equal to the spell or theurgy power cost for the spell or theurgy. The character can only use items that he can normally use for this function.
- Construct Master (Undead Master works too): The character is able to affect any constructs (such as gargoyles or golems) that are normally immune to spells belonging to the enchantment/charm or illusion schools as if they did not possess such immunities.
- Flesh Focus: The character can substitute his own health for spell foci (bone-metal). The cost in hit points is equal to the spell level. Hit points lost in this manner can regenerate normally.
- Materialist: The wizard is able to manufacture foci that enable him to ignore the somatic and verbal components of his spells. Manufacture of such foci require an hour per spell level and cost 3 times as much as the spell’s material components, if any.
- Spellhound: The character can analyse dwoemers and spells to find their trail and point of origin or destination. Teleport spells can be tracked to their destinations, casters can be pinpointed by the spells they leave behind, and causes for active spell effects can be found (a hidden staff radiating a cause fear spell). All the spellhound requires to track a spell or theurgy’s origins is a successful opposed Spellcraft check.
- Limited Skill Access (Thief): The character can access a single exclusive thief skill as a cross-class skill. Each additional 10 CPs spent on this ability allows the character access to another exclusive thief skill. The character can also spend CPs on this ability to use a skill in a certain capacity, as in a thief’s ability to find traps using the Observation skill. The exclusive skill Use Device cannot be purchased through this class ability.
That's just cut and paste from the doc. Hope that makes more sense now. Note that class construction is a cut above feats and other abilities that characters can gain after character creation. These are generally more powerful than feats.
ciaran