I'm A Banana
Potassium-Rich
So I posted this in another thread, but I figured it'd be an interesting idea for everyone to play with and see what it inspires. The high-level idea: XP exist as a physical substance that clings to the souls of those who become heroes and villains of myth and legend. Envision it something like a slight white shimmer, a bit of a nebula.
....so, what kind of world would you build on this idea? What conflicts do you envision? How would it change D&D? What nefarious or amazing ideas does it inspire? Let me know!
In this world, when you take HP damage, it is always an injury. Because you're heroic, you can push on through all but the worst injuries (the ones that reduce you to 0 hp) without any real effect. However, your injuries do not heal on their own - a broken leg or a deep sword wound remain debilitating, even years later. All HP loss is permanent. Death always comes closer, and never goes back.
However, a way was discovered to keep Death at bay - to accomplish heroic deeds, and to keep your name sung about in myth and legend. When you accomplish heroic deeds, including slaying monsters, you earn life-force in the form of XP, which takes the physical form of a white nebulae that clings to legendary beings. When you've accumulated enough XP, it turns into a spark, which is the physical manifestation of your heroic deeds. When you have a spark, you heal your wounds and recover your energies (gaining the effects of a short rest), once. When you gather your third spark, you can join them together into a lifespark, which heals all your wounds and recovers all your energies, once. The XP you accumulate is sought by others in this world, as slaying you qualifies as a heroic deed for them. Additionally, as you accumulate XP, sparks become more difficult to generate - as a being who is already heroic, it is that much harder to generate a big enough epic deed to warrant a spark. This is reflected by the amount of XP required before you get a spark going up as you gain levels.
The constant need for XP is what drives great heroes and horrible villains, and what spurs many of them to target each other. Most normal people accept their inevitable demise with grace - the gods provide solace, and the soul awaits its release. But you are different - you seek this numinous stuff of legend. As long as you gather it, you can keep death at bay and face off against even legendary foes. But if you relent in your pursuit, and stop pursuing your legend, you will slowly gather injuries and die, just as everyone else in this world does.
However, a way was discovered to keep Death at bay - to accomplish heroic deeds, and to keep your name sung about in myth and legend. When you accomplish heroic deeds, including slaying monsters, you earn life-force in the form of XP, which takes the physical form of a white nebulae that clings to legendary beings. When you've accumulated enough XP, it turns into a spark, which is the physical manifestation of your heroic deeds. When you have a spark, you heal your wounds and recover your energies (gaining the effects of a short rest), once. When you gather your third spark, you can join them together into a lifespark, which heals all your wounds and recovers all your energies, once. The XP you accumulate is sought by others in this world, as slaying you qualifies as a heroic deed for them. Additionally, as you accumulate XP, sparks become more difficult to generate - as a being who is already heroic, it is that much harder to generate a big enough epic deed to warrant a spark. This is reflected by the amount of XP required before you get a spark going up as you gain levels.
The constant need for XP is what drives great heroes and horrible villains, and what spurs many of them to target each other. Most normal people accept their inevitable demise with grace - the gods provide solace, and the soul awaits its release. But you are different - you seek this numinous stuff of legend. As long as you gather it, you can keep death at bay and face off against even legendary foes. But if you relent in your pursuit, and stop pursuing your legend, you will slowly gather injuries and die, just as everyone else in this world does.
....so, what kind of world would you build on this idea? What conflicts do you envision? How would it change D&D? What nefarious or amazing ideas does it inspire? Let me know!

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