11-24-2022, 05:05 AM | #1 |
Join Date: Aug 2004
Location: Pacheco, California
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Flatter XP curve
If per-session rewards remain at 60 XP then it's gonna take forever to add talents and attributes past the first few. The advantage of heroes of adding talents twice as fast as wizards just won't catch up with the wizard's starting pool of memory points.
The fix here is that adding an IQ point with XP (but not wishes) brings an additional memory point with it, and to flatten the XP curve to +200 per level like this:
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11-24-2022, 07:55 AM | #2 |
Join Date: Oct 2015
Location: New England
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Re: Flatter XP curve
That certainly works.
But, if one is going to revamp the attribute gain chart, why not dispense with it altogether? One could achieve something similar by declaring that the cost to increase an attribute is the sum of ST, DX, and IQ. This drastically changes the dynamic under RAW that it gets relatively harder to increase attributes as one’s attribute point total goes up. And it requires a very different approach to awarding XP, but it provides a simple method of flattening the progression curve with the additional benefit of one never needing to go searching for an XP chart again. The cost to learn a talent or spell could be the sum of the value of the character’s spells and talents plus the cost of the new one and its IQ level. This makes learning a higher-IQ talent or spell more difficult than learning one with a lower IQ prerequisite, even though the listed cost might be the same. Last edited by Shostak; 11-24-2022 at 08:34 AM. Reason: Clarification |
11-27-2022, 08:04 PM | #3 |
Join Date: Dec 2021
Location: Indiana
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Re: Flatter XP curve
Henry's table isn't too far from what I'm about to use in my game.
Due to promoting over compatibility among GM worlds, I was going to use the same chart up to 38 attributes and then make it less insane after that. That way, if GMs wanted to allow characters from other GM's games, they would know that characters from my game are compatible up to 38 points if they use ITL RAW. 34th or lower 100 XP 35th 200 36th 300 37th 600 38th 1,000 39th 1,300 40th 1,600 +300 XP for each attribute above 38 points. This still makes it tough to get to 40 points but not almost impossible. And for all those Classic TFT nerds, it eventually crosses the Classic XP curve at 60 points. However, it is a harder curve for all points in between. |
11-28-2022, 02:53 AM | #4 |
Join Date: Jun 2019
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Re: Flatter XP curve
I've been considering a super-simple formula. 100 for the first increase, 200 for the second, 300 for the third, etc. Not much to remember there! It ends up being just a little steeper than the mid-point between the original and Legacy edition ITL costs -- 3600 career XP to reach the 8th attribute point increase.
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"I'm not arguing. I'm just explaining why I'm right." |
11-28-2022, 11:02 AM | #5 | |
Join Date: Dec 2021
Location: Indiana
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Re: Flatter XP curve
Quote:
I opted for the compromise that I stated above. I would like to keep characters from my game potentially open for other GM's to allow them into their games. So, you need to have some level of compatibility for that. Using a completely different XP to Attribute cost scale harms such compatibility. The characters that I developed under this different scale were destined to be NPCs so, no harm done within my own game. |
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12-02-2022, 06:16 AM | #6 | |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Flatter XP curve
Quote:
My suggestion: a XP to gain an attribute, b XP to gain a talent/spell point (should we call this "skill"?) and after you reach c attributes the cost to gain your next attribute doubles every point. Then examples might be
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12-11-2022, 11:08 AM | #7 |
Join Date: Jun 2018
Location: The Wired
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Re: Flatter XP curve
Heresy incoming! Use the progression from the Size and Speed/Range Table:
and so on, increasing by a factor of 10 every 6 points of attribute increase. Decide on some base cost that a beginning figure has to pay for their first attribute point increase, then shift this cost along the table by one step for each point after that. For example, if a 32-point figure has to pay 100 XP for their first increase: 33rd: 100 XP 34th: 150 XP 35th: 200 XP 36th: 300 XP 37th: 500 XP 38th: 700 XP 39th: 1,000 XP 40th: 1,500 XP 41st: 2,000 XP 42nd: 3,000 XP 43rd: 5,000 XP 44th: 7,000 XP etc. |
12-11-2022, 05:03 PM | #8 |
Join Date: Oct 2015
Location: New England
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Re: Flatter XP curve
Again, the simplest thing is to come up with an character advancement system that obviates the need for a table.
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12-11-2022, 08:08 PM | #9 |
Join Date: Sep 2018
Location: North Texas
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Re: Flatter XP curve
Anthony is correct, of course, but Experience Tables are so ubiquitous in RPGs at this point that it's hard to argue against their inclusion.
My issue goes beyond the progression scheme, however. I want to restore the ability for characters to hit 45, 50 or even higher TAP (if they can keep themselves alive long enough).
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
12-12-2022, 08:34 AM | #10 |
Join Date: Oct 2015
Location: New England
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Re: Flatter XP curve
If you radically changed XP/progression by making the cost of a new attribute the attributes new value, you would flatten the progression curve while still making it harder to raise higher attributes relative to lower ones. You'd probably want to limit XP per session to 2-4 points. Characters could progress to 40+ points much more quickly than by using RAW advancement.
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