XP costs - use them or lose them?

XP costs - Use it or lose it?

  • Follow the rules - XP costs are there for a reason.

    Votes: 108 78.3%
  • XP costs for magic item creation, but not spells.

    Votes: 8 5.8%
  • Only ~1/2 XP costs.

    Votes: 4 2.9%
  • No XP costs on anything, ever. Ever.

    Votes: 18 13.0%

Sniktch said:
I like XP costs - the more of them, the merrier. I present my players with as many XP cost options as I can get my hands on usually - for one thing it slows their progression ever so slightly and I can control their advancement a little better and for another, it allows them to customize their characters even more (esp. with Prestige Races and the like in the mix).

I think this is a very interesting approach.

Thus far, I have never had a player take an item creation feat or cast a spell with an XP component -- they've all been XP-hoarders. ;) As a player, I haven't spent XP on anything either.

The trade-off for magic item creation seems very good, particularly as you can easily wind up with more than the DMG-specified amount of gear for your level -- which is why I'm surprised I haven't seen them used more often. Perhaps introducing some of the non-caster oriented "spend XP to get benefits" options (paths, etc.) would turn people on to the whole idea. Like I said, interesting. :)
 

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die_kluge said:
"So, let me get this straight, I just went up a level, and now I can no longer make something I could make yesterday because I don't have any extra XP"

What??!

Wazoo the Wizard looked sadly at his adventuring companion, Gonad the Barbarian, who had asked him to enchant his greataxe. "I am sorry, Gonad," he said, "but I have used up a substantial amount of my energy and power in learning these two new spells that I scribed into my spellbook. You will have to wait for some time before I can gather enough strength for a task as onerous as enchanting a weapon."

It's fantasy. Use your imagination :D
 

I hate XP point costs for anything, as it tends to upset the natural balance of players earning the same XP and leveling at about the same time.

As a player I hate to lose XP, I hate when anyone on my 'team' loses XP for anything 'cause I want us all to be at top form.

As a DM I am careful about how much XP I give out, especially now since XP points are really prized after working so much to get it. I was reluctant to have XP costs for item creation, so instead I house ruled it to have a percentage of failure.
 

MarauderX said:
As a player I hate to lose XP, I hate when anyone on my 'team' loses XP for anything 'cause I want us all to be at top form.

Well, I consider it investing xp. Not losing it.

I balance it out and offer an incentive by giving xp for backgrounds and sessions summaries.

SD
 

I find it balanced. I'm also in the same boat as SD, allowing non-spellcasters to spend XP on schools listed in the Path books.

An interesting side-note, in a friends' game I play a variant of the Samurai presented in OA/Rokugan. We've dropped the item GP requirements considerably and instituted an XP cost for adding magical properties to my ancestral sword. I just took the first hit, and it seems to be working out just fine.
 

Didn't really have my option of choice. Go Mutants & Masterminds entirely. Abstract "level" to a concept reflective of a character's total XP rather than using it to define when characters get their abilities.

Make *everything* and XP cost. Levels suck. <g>
 

I use all of the xp costs as the books read, because they are there for a reason. Players would abuse the spells and item creation feats otherwise. My problem is with the item creation feats, though. Say we have a group of PCs. The fighter asks the wizard to create him a magic sword. It is in the best interests of the party that the fighter gets this magic sword, but the wizard says no. Why? Because the wizard is a greedy exp hogging slob, and he is afraid of falling behind the group if he spends exp bettering the party as a whole. The result: no one takes item creation feats, ever.
~~Brandon
 

aurin777 said:
The result: no one takes item creation feats, ever.

Perhaps you could offer some sources of bonus xp like I layed out above.

Another option is there are just too many item creation feats- and most are redundant. If I can enchant a necklase, then why not a ring?

So- I have the following creation feats:
scribe scroll
brew potion
Craft Minor Item (for spells 0-3rd) with prereq brew or scribe
Craft Moderate Item (for spells 4th-6th) with prereq of minor
Craft Major Item (7th+) with prereq of moderate

That gives the item creating character options without feeling they have to pick and choose item feats or take them all and never get any non-item feats.

SD
 

Sagan Darkside said:
So- I have the following creation feats:
scribe scroll
brew potion
Craft Minor Item (for spells 0-3rd) with prereq brew or scribe
Craft Moderate Item (for spells 4th-6th) with prereq of minor
Craft Major Item (7th+) with prereq of moderate

That gives the item creating character options without feeling they have to pick and choose item feats or take them all and never get any non-item feats.

I don't want to hijack this thread, but I think this is a great idea. Have you tried it out, and if so, how has it worked out in-game?
 

Don't like XP spending....and when I start a new D&D run I won't use them...."course I got to figure out what to use in it's place.
 

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