Re: Alternate XP progression schedule
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Re: Alternate XP progression schedule
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Re: Alternate XP progression schedule
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Re: Alternate XP progression schedule
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Re: Alternate XP progression schedule
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There have been lots of good ideas put out here but I think the one bold emphasized point above is brilliant. I feel that part of the fun in a RPG is the character advancement. Make it too slow and folks loose interest. So, finding new ways to give extra XP is always good. And David's point above does this very well and ties into the adventures at hand. More so than a GM just giving extra XP for a given action taken. --- BTW, David's x/10 XP system is nice too. Back when we were counting damage points to figure XP we needed it to be 100 base. Why not simplify now, since it is just an arbitrary number the GM decides now. Although, may be a bit late to change. |
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I get that we probably don't agree on the definition of "ridiculously large" here, but there are other system controls that can mitigate high attributes. |
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Axly's suggestion would make XP spent depend rather a lot more on character history however. |
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RAW violates the third principle in two different ways: initially talent/spell increase is impractical, later attribute increase is. Rick Smith's system, often used in PBEM games, violates the first. The system I proposed violates the third principle after some point and expects the GM to make a decision when that will be, if the point is delayed excessively then it doesn't violate the third principle nearly as badly and starts violating the second instead. |
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