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*Dungeons & Dragons
[Worldbuilding] XP is Real
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<blockquote data-quote="TwoSix" data-source="post: 6848594" data-attributes="member: 205"><p>Good post, KM...err, Banana. </p><p></p><p>So for some reason the word that stuck in my head for this kind of life force is "Numina". (Not <a href="https://www.youtube.com/watch?v=KmtzQCSh6xk" target="_blank">this guy</a>). So that's what I'm referring to it as below. Couple brainstorms I had about the concept that impact worldbuilding:</p><p></p><p>1) Children are regular Numina factories. They regenerate wounds exactly like we do in the normal world, a process that only slows down upon reaching adulthood. This makes children quite valuable to dark cultists who would harvest Numina by sacrifice.</p><p></p><p>2) The daily grind generates XP for your average farmer, but very slowly. About one short rest a year, a long rest every 3 years, and a "level up" every 15-20 years. </p><p></p><p>3) This makes villages with a charismatic leader, whether spiritual or temporal, much more likely to survive the ravages of time. (An NPC with Inspiring Leader gives permanent temporary hitpoints, almost doubling survivability for a 1 HD peasant.)</p><p></p><p>4) Warlocks are the most common spellcaster, due the flexibility and power of invocations in a world where spells can only be recharged every year or so. Likewise, rituals are highly prized. </p><p></p><p>5) Assuming quest and roleplay XP is a thing, alternate religious practices based on pilgrimages to new places and having new experiences are common, much like the Sensates in Planescape. </p><p></p><p>6) People aren't the only substance that accretes Numina. Certain plants (especially near planar boundaries), animals, and monsters also accumulate Numina in measurable, transferrable quantities. (A basilisk's eyes, for example, might be highly charged with Numina.) This creates a nice little business in exploring and hunting for creatures, as elixirs of Numina-infusion (granting the benefits of a short or long rest, but no XP) are highly prized items.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6848594, member: 205"] Good post, KM...err, Banana. So for some reason the word that stuck in my head for this kind of life force is "Numina". (Not [URL="https://www.youtube.com/watch?v=KmtzQCSh6xk"]this guy[/URL]). So that's what I'm referring to it as below. Couple brainstorms I had about the concept that impact worldbuilding: 1) Children are regular Numina factories. They regenerate wounds exactly like we do in the normal world, a process that only slows down upon reaching adulthood. This makes children quite valuable to dark cultists who would harvest Numina by sacrifice. 2) The daily grind generates XP for your average farmer, but very slowly. About one short rest a year, a long rest every 3 years, and a "level up" every 15-20 years. 3) This makes villages with a charismatic leader, whether spiritual or temporal, much more likely to survive the ravages of time. (An NPC with Inspiring Leader gives permanent temporary hitpoints, almost doubling survivability for a 1 HD peasant.) 4) Warlocks are the most common spellcaster, due the flexibility and power of invocations in a world where spells can only be recharged every year or so. Likewise, rituals are highly prized. 5) Assuming quest and roleplay XP is a thing, alternate religious practices based on pilgrimages to new places and having new experiences are common, much like the Sensates in Planescape. 6) People aren't the only substance that accretes Numina. Certain plants (especially near planar boundaries), animals, and monsters also accumulate Numina in measurable, transferrable quantities. (A basilisk's eyes, for example, might be highly charged with Numina.) This creates a nice little business in exploring and hunting for creatures, as elixirs of Numina-infusion (granting the benefits of a short or long rest, but no XP) are highly prized items. [/QUOTE]
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