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Who wants to make a character? d20 point-buy variant here
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<blockquote data-quote="JamesonCourage" data-source="post: 5701060" data-attributes="member: 6668292"><p>I like the idea of a fatigue system. That's interesting, and a cool ability. I'm glad my theoretical character has it!</p><p></p><p></p><p>First, I love the spell system. In my point-buy d20 RPG, I broke magic into 20 different categories. You can purchase different areas, including "Force" which would include telekinesis, force damage (like magic missile), creating objects made of force, etc. So, right on there!</p><p></p><p>As for feats, I think the prices look fine in increments of 5. That means you need to wait 5-6 sessions for your top feat in a chain, and that's a bit of time. To go from rank 2 in a chain to rank 5 would be 60 XP, which is 12-15 session (at 4-5 XP per session), which is 3½ ish months at 1 session per week. And that's if you don't purchase anything else.</p><p></p><p>Depending on how rare a 20 Ability is, spending 78 XP is quite a bit (and that's if you started with an 18). That's 16-20 sessions (at 4-5 XP per session), which is 4 ish months at 1 session per week. If someone started with a 20 from race and wanted to go to 22, it'd be 84 XP, which is 4 full months at 5 XP per session.</p><p></p><p>I do like your XP every session that you can spend, though. I do the same thing in my RPG.</p><p></p><p></p><p>Yeah. Maybe with spellcasting, it's one school*, then one additional school at each improvement, or something along those lines (rank 4 could be 2 schools, or something?).</p><p></p><p>*Schools available are A, B, C, X, Y, Z, and Etc.</p><p></p><p></p><p>Got it. Glad I did it right. To me, that means it's intuitive enough I got it right, even if I questioned it. Which is a good sign for the system. I thought that the weapon skill was related to attacking, but I didn't want to assume anything about it. I was along the right track, though, which also speaks to the intuitive nature of the system.</p><p></p><p></p><p>What do you think of my proposal above on spells?</p><p></p><p></p><p>If you have a leveling system as well, maybe tie max ranks in a skill into level?</p><p>Maybe you can bypass it by paying extra XP.</p><p>Maybe races have a higher skill cap (elves have Perception max skill rank capped at 1-2 higher than normal; dwarves have martial weapons max skill rank capped at 1-2 higher than normal; etc.).</p><p>Maybe if the skill is a class skill, the cap is 1 higher.</p><p></p><p>I'm not sure how you'd like to do it. I do like the idea of it being capped at 10 or 11. You could do 20, but I like randomness being prominent, as it allows PCs to try to do more things by hoping to roll high. Any thoughts I've sparked in you I can help with?</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5701060, member: 6668292"] I like the idea of a fatigue system. That's interesting, and a cool ability. I'm glad my theoretical character has it! First, I love the spell system. In my point-buy d20 RPG, I broke magic into 20 different categories. You can purchase different areas, including "Force" which would include telekinesis, force damage (like magic missile), creating objects made of force, etc. So, right on there! As for feats, I think the prices look fine in increments of 5. That means you need to wait 5-6 sessions for your top feat in a chain, and that's a bit of time. To go from rank 2 in a chain to rank 5 would be 60 XP, which is 12-15 session (at 4-5 XP per session), which is 3½ ish months at 1 session per week. And that's if you don't purchase anything else. Depending on how rare a 20 Ability is, spending 78 XP is quite a bit (and that's if you started with an 18). That's 16-20 sessions (at 4-5 XP per session), which is 4 ish months at 1 session per week. If someone started with a 20 from race and wanted to go to 22, it'd be 84 XP, which is 4 full months at 5 XP per session. I do like your XP every session that you can spend, though. I do the same thing in my RPG. Yeah. Maybe with spellcasting, it's one school*, then one additional school at each improvement, or something along those lines (rank 4 could be 2 schools, or something?). *Schools available are A, B, C, X, Y, Z, and Etc. Got it. Glad I did it right. To me, that means it's intuitive enough I got it right, even if I questioned it. Which is a good sign for the system. I thought that the weapon skill was related to attacking, but I didn't want to assume anything about it. I was along the right track, though, which also speaks to the intuitive nature of the system. What do you think of my proposal above on spells? If you have a leveling system as well, maybe tie max ranks in a skill into level? Maybe you can bypass it by paying extra XP. Maybe races have a higher skill cap (elves have Perception max skill rank capped at 1-2 higher than normal; dwarves have martial weapons max skill rank capped at 1-2 higher than normal; etc.). Maybe if the skill is a class skill, the cap is 1 higher. I'm not sure how you'd like to do it. I do like the idea of it being capped at 10 or 11. You could do 20, but I like randomness being prominent, as it allows PCs to try to do more things by hoping to roll high. Any thoughts I've sparked in you I can help with? [/QUOTE]
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