Re: Alternate XP progression schedule
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Re: Alternate XP progression schedule
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The rate of XP gain is entirely up to the GM, and is also entirely disconnected from GAME TIME and even from GAME EVENTS. Per RAW suggestion, a GM might play a "session" at lunch at school and hand out 100 XP because the other players made them laugh and were cooperative, AND that session might represent half an hour or less of game time. Or it could be the opposite extremes, or anything else. And XP now seems intended to only be used for PCs (sigh), since the rates are based on what the players do (sigh), which leaves the RAW without any guidelines on what NPCs do to improve at what rates. And NPCs are probably going to be the ones making (or having made) most/all of the magic items that exist in the world. |
Re: Alternate XP progression schedule
How about this for an Alternate XP progression schedule:
Attribute increase attempts always cost 100XP. You pay 100 XP, name the attribute you are attempting to increase and roll 8 dice. If the total rolled is greater than your current attribute total you increase the named stat by one. Otherwise better luck the next time you've saved up 100XP. Giants automatically increase their ST by one point on each birthday. Gargoyles get a bonus roll (wanted or not) to attempt to increase their ST by one point on each even birthday. Reptile People and Centaurs get a bonus roll (wanted or not) to attempt to increase their ST by one point on each third birthday. (21, 24, 27, ....) Halflings, Goblins and Elves roll against 7 dice for ST attempts. Dwarves roll against 7 dice for DX attempts. Hobgoblins and Gargoyles roll against 7 dice for IQ attempts. |
Re: Alternate XP progression schedule
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Points for out-of-the-box thinking, though. ;) |
Re: Alternate XP progression schedule
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Also, since you don't even charge the 100XP for a failure, the cost is just 100 XP per attribute, with some sort of delay added. So experienced characters will end up with piles of XP to spend on talents and spells and wishes (and gold, if the GM allows that), and just waiting until they fail these rolls to advance in attributes. My first thought was to have each attempt cost 100 XP whether it succeeds or not. I think the roll-over idea is a nice idea with potential - I knew a GM who did something sort of similar for an improvement system in GURPS and other systems, where you gained experience in things only when you failed significant rolls to use those things. In that case, it was a way to combine tracking of how much you were using things to do difficult things in a natural way that had those things improve with a built-in diminishing returns curve. |
Re: Alternate XP progression schedule
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A lot of people write backgrounds for their NPCs as if they were PCs. How did NPC get to be who he is today? Gather 'round the camp-fire and let me tell you a story... |
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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