05-14-2019, 08:47 PM | #1 |
Join Date: Sep 2018
Location: North Texas
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XP for Unbalanced Races
There have been a few previous threads discussing different approaches to making XP progression adjustments for races that start with an attribute total exceeding that of the baseline 32-point character. Several ideas focused on making advancement less onerous for those characters, but I can't help thinking that only extends their advantage over the baseline. That said, I also believe that the original rules where XP costs were doubled for strong races like gargoyles and reptile men felt a bit punitive.
So here's my proposal, which BTW assumes that like me, you also wish to restore some imbalance to the point totals of various races for starting characters (if you prefer 32-point reptile men, best to move on to another thread)... For every point above 32, XP costs for the next stat point will cost 10% more than dictated by the progression schedule. For example, if I want my starting reptile man to have ST 14, DX 8, IQ 8 plus 6 points to spread around (a 36-point character) it will cost me 40% more XP to increase my stats going forward (i.e. 840 XP for my 37th point, 1400 for my 38th, etc.). If folks think 10% per point is too generous, that can certainly be adjusted but the basic approach seems sound based on no playtesting whatsoever. ;)
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
05-14-2019, 11:25 PM | #2 | |
Join Date: Jul 2018
Location: Near Milwaukee, WI
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Re: XP for Unbalanced Races
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Likewise, no playtesting; just midnight random thoughts as I wait for my users to sign off for the day (so I can get some sleep). |
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05-14-2019, 11:26 PM | #3 | |
Join Date: Jan 2015
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Re: XP for Unbalanced Races
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Yeah, it means the Reptile Dude starts with higher stats, but he's also gonna be a trouble magnet, whether he's mistaken for a monster and attacked or people simply exhibit prejudice against His Kind (tm). I don't think it will be terribly unbalancing, but if it is I can always change things up. |
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05-15-2019, 07:18 AM | #4 |
Join Date: Sep 2018
Location: North Texas
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Re: XP for Unbalanced Races
That was my original plan as well, but there comes a point when the weaker characters will eventually catch up and then everyone progresses at the same rate. This might be OK, but bear in mind that most of the 'stronger' races have other advantages as well (flight for gargoyles, claws and tail for reptile men, etc.).
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
05-15-2019, 07:24 AM | #5 | |
Join Date: Sep 2018
Location: North Texas
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Re: XP for Unbalanced Races
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__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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05-15-2019, 08:19 AM | #6 | |
Join Date: Jul 2018
Location: Near Milwaukee, WI
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Re: XP for Unbalanced Races
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I think math would have to be done to determine at which point you want a "normal" 32-point character to be able to surpass the unbalanced races - and it probably should vary by race. |
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05-15-2019, 08:25 AM | #7 |
Join Date: Dec 2017
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Re: XP for Unbalanced Races
Being a gargoyle is pretty good in combat. On the other hand, you are a gargoyle.
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05-15-2019, 08:31 AM | #8 |
Join Date: Sep 2018
Location: North Texas
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Re: XP for Unbalanced Races
You're probably right, though I would be willing to accept some degree of imperfection in the model if it could be reasonably applied to most situations.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
05-15-2019, 08:54 AM | #9 | |
Join Date: Jul 2018
Location: Near Milwaukee, WI
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Re: XP for Unbalanced Races
Quote:
I was playing a different RPG at a local game shop on Monday. Due to the nature of the module, we ended up at a costume party, but in full adventuring gear while everyone else was dressed for a ball. And no one commented, the guards didn't even seem to notice us. That bothered me more than anything else in the module. |
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05-15-2019, 10:46 AM | #10 | |
Join Date: May 2015
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Re: XP for Unbalanced Races
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I think that (except in the few cases where there really does happen to be a convenient and appropriate one-liner fix someone happens to think of) it tends to produce more solid solutions if a GM/house-ruler/designer does the opposite: think of what the best results you would want a rule to produce, and try to represent that with whatever complexity it takes. Consider the implications of those effects. Only when satisfied that you know what an accurate description of the goal is, try to reduce it to something cleverly simple and easy to use. I think it's important to consider what you want the equivalent of a 38-42 point human to look like in a non-human race, and whether they have (or ought to have) any maximum attribute values. |
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