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<blockquote data-quote="CapnZapp" data-source="post: 7644742" data-attributes="member: 12731"><p>After having thought about this, I have a new (better?) suggestion - increase the xp amounts you need to level up.</p><p></p><p>I'm talking about the table that currently reads like this:</p><p></p><p>Level Required</p><p>1</p><p>2 10</p><p>3 30</p><p>4 60</p><p>5 110</p><p>6 190</p><p>7 320</p><p>8 500</p><p>9 750</p><p>10 1100</p><p>11 1600</p><p>12 2300</p><p>13 3300</p><p>14 4800</p><p>15 7100</p><p>16 10000</p><p>17 15000</p><p>18 23000</p><p>19 35000</p><p>20 55000</p><p></p><p>That is, in order to level up from 5 to 6 you need to go from 110 to 190 xp, an increase of +80 xp. (Unlike the core rulebook system, you don't ever subtract any xp as you level up)</p><p></p><p>Now let's say you carry around a level 4 permanent item. Let's say an Animal Staff valued at 90 gp. If you were to sell this at half market price, you could spend 45 gp to gain 45 xp - more than half you need to level up!</p><p></p><p>Do you think players will be tempted to off-load their items in order to rise through the levels? Well, I can't blame you - at least for the lowest levels, you gain much more survivability by gaining a level than any single pesky thingamagog can ever provide. </p><p></p><p>---</p><p></p><p>Let's say we simply double the xp requirements. Now, you need to go from 220 to 380 xp, an increase of +160 xp. Selling that staff still nets you 45 xp, but now that's only a quarter of what you need. </p><p></p><p>Maybe this enough to make the players keep their items. At least it's a start.</p><p></p><p>---</p><p></p><p>And oh. Of course, you double the loot monsters drop so the speed of levelling remains the same. That is:</p><p></p><p>Level Gold per monster</p><p>1 2</p><p>2 4</p><p>3 6</p><p>4 10</p><p>5 16</p><p>...</p><p></p><p>becomes</p><p></p><p>Level Gold per monster</p><p>1 4</p><p>2 8</p><p>3 12</p><p>4 20</p><p>5 32</p><p>...</p><p></p><p>---</p><p></p><p>In summary, I believe I have found a much more elegant solution than having to mess around with sell prices, virtual currencies and store credit.</p><p></p><p>In short, you always get half market price, you always get real solid gold, only each xp is worth half as much, so in practice the result is the same: </p><p></p><p>You gain more bang for your buck if you spend your gold on items than if you carouse it up on xp.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7644742, member: 12731"] After having thought about this, I have a new (better?) suggestion - increase the xp amounts you need to level up. I'm talking about the table that currently reads like this: Level Required 1 2 10 3 30 4 60 5 110 6 190 7 320 8 500 9 750 10 1100 11 1600 12 2300 13 3300 14 4800 15 7100 16 10000 17 15000 18 23000 19 35000 20 55000 That is, in order to level up from 5 to 6 you need to go from 110 to 190 xp, an increase of +80 xp. (Unlike the core rulebook system, you don't ever subtract any xp as you level up) Now let's say you carry around a level 4 permanent item. Let's say an Animal Staff valued at 90 gp. If you were to sell this at half market price, you could spend 45 gp to gain 45 xp - more than half you need to level up! Do you think players will be tempted to off-load their items in order to rise through the levels? Well, I can't blame you - at least for the lowest levels, you gain much more survivability by gaining a level than any single pesky thingamagog can ever provide. --- Let's say we simply double the xp requirements. Now, you need to go from 220 to 380 xp, an increase of +160 xp. Selling that staff still nets you 45 xp, but now that's only a quarter of what you need. Maybe this enough to make the players keep their items. At least it's a start. --- And oh. Of course, you double the loot monsters drop so the speed of levelling remains the same. That is: Level Gold per monster 1 2 2 4 3 6 4 10 5 16 ... becomes Level Gold per monster 1 4 2 8 3 12 4 20 5 32 ... --- In summary, I believe I have found a much more elegant solution than having to mess around with sell prices, virtual currencies and store credit. In short, you always get half market price, you always get real solid gold, only each xp is worth half as much, so in practice the result is the same: You gain more bang for your buck if you spend your gold on items than if you carouse it up on xp. [/QUOTE]
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