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You are here: Home --> Forum Home --> General Forum --> Gaming surveys --> Requesting opinion on some Homebrew rules
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Requesting opinion on some Homebrew rules

XP SIMPLIFICATION

Each level (including level 1) has a requirement of 10 XP to level up. The amounts of XP to gain for any level is equal to (your level +1) times ten. Essentially, to be level 20, you need 200 XP. For level 3, you need 30 XP. At level 2, you have 20 XP. TO get to level 2 to level 3, you need to get 10 more XP than you already have.

1.) When calculating XP for encounters, all players gain 1 XP. If the encounter was significantly challenging, the PCs that experienced this significant challenge gain at least 1 extra XP (DM's digression). If the CR for the monsters/enemies/discussions was lower than what would be considered a challenge for the PCs, no XP is gained. This is based on the idea that you will only get better at something if you continue to challenge yourself and attempt harder things (such as adding weights to deadlifts).

2.) A character made to start play at level 1 starts with 10 XP points. Since there are bonuses from growing up into your class (such as x4 skill points at first level and taking the maximum HD), this training is represented in your 10 starting skill points.

3.) Since every level requires you have XP points equal to 10 times that level number, , you may find it hard to divide 1 into a whole number when calculating XP penalties from multiclassing (otherwise you defeat the purpose of this variant rule). Instead, the PC "burns" some XP from encounters at this level. The first few encounters a multiclassing character completes that have a significant amount of difference in levels (at least two) receive this penalty. The first X number of encounters this PC goes through without gaining the minimum 1 XP at its level is equal to the difference between the highest level and lowest level he is in his classes, divided by two. The exception to this is if the character is going to prestige at the next level, in which case it receives XP as normal. (In my opinion, multiclass penalties are counterproductive, and I would just say to not include them ever anyway).

3a.) Due to the logic presented in rule 1, you could have a "penalty" that replaces this one. The rule is that the PC has to focus on the abilities of the class they are leveling up in next, and has to use them significantly moreso than the abilities of other classes in encounters, else forfeit gaining XP that encounter.

4.) There are some spells/powers that cost XP to cast/manifest, and there are also many items that cost XP to craft. In my opinion, this XP cost is due to how much time you spend creating this item. While it makes sense that you may not be as good at many things because you've spent so much time away from it while crafting this magic item, it doesn't make much sense that it would take just as much time to gain that XP back as it would have been before. However, you could also say that crafting a magic item physically takes away your power, and you are imbuing parts of your memories and spell mastery into the item you are crafting. Due to this, I have multiple solutions for this XP cost problem that arises, as shown below:

(these refer to the idea that it drains energy from your body)
4a.) You can only craft 1 item per level.
4b.) The XP cost for crafting is equal to the CL/ML requirement divided by 3, rounded up.

4c.) In either case, for XP components to spells and powers, the cost is equal to the level of the spell or power.

(these refer to that it takes up so much time/energy that you neglect your trade a bit or are too "tired" to do other things afterwards)

4d.) Upon crafting an item, you find it difficult to use the highest level of spells or powers you know. Starting with your highest level of spells/powers known, you are denied your highest X levels of spells/powers (where X is equal to the CL/ML requirement of the craft divided by two) for 1d6 days.

4e.) Spells that require XP to cast still cost XP with this logic- they definitely drain your life force away. You can either do the same as 4c, or you can take 1 damage per level of the spell/power.



Posted on 2014-08-14 at 19:45:36.

   
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