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Old 10-02-2018, 03:59 PM   #1
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Racial experence modifiers

For anybody who doesn't see Reptile Men as nature's ninja... (With a rework)

First change the exp progression to this: It costs a character 100 XP to raise his first attribute point by one over his starting stats. Each additional point costs 100 XP more than the previous. So the second attribute point costs 200 XP and the third 300 XP and so on. Knowledge slot cost remains a flat 500 XP.

Reptile men, Gargoyles and Giants grow stronger as they age, but only a rare few are skillful. Reptile men and Gargoyles pay half of the normal XP cost to raise their ST by a point, but they pay 100 XP more than humans would to raise the DX or IQ. Knowledge slots cost them 1000 XP each. Giants are the same, but their cost to raise ST is a third of what humans would pay.

Example: A Gargoyle hero first spends 200 (instead of 100) XP to raise his DX from 11 to 12. Then he spends 300 (instead of 200) XP to raise his IQ from 8 to 9. Then he spends 150 (instead of 300) XP to raise his ST from 13 to 14. Finally he spends 3000 XP (three slots times 1000 XP each) to learn the Turn Missiles spell.

Halflings pay double XP cost to raise ST but it costs them only 400 experience to buy knowledge slots for DX based talents. (Halfling wizards still require double slots to buy most talents, but they get a break on the cost for each slot.) Hardy types, they generally roll one less die on ST-based saving rolls to resist poisons, the elements and such.
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Last edited by hcobb; 10-03-2018 at 10:04 AM. Reason: Rework.
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