SableWyvern
Mongoose
Hi all.
One of my plans with Conan was to greatly slow down the rate of character advancement as compared to the d20 standard. Given that I had not run a slow-advancement game (any system) in some time, and some of my players have never experienced such a thing (oh, and my last campaign was a level-a-book Lone Wolf game), I thought that some of the players may find this a little frustrating.
After pondering how I might mitigate this potential problem, I came up with a solution that, after two sessions, has been lauded by my players.
I have taken all the class-based abilities and improvements available at each level and given them each a % cost. The % is applied to the total XP required for the next level, to determine the XP cost for each ability or improvment.
As an example, a character who is taking level 2 of Barbarian at his 2nd character level will have the following costs:
+1 BAB: 113
+1 Dodge: 98
+1 Parry: 98
+1 Will: 98
Trap Sense: 98
Endurance: 98
Class Skill: 38
(Total XP required for level 2 under my system is 750, btw).
"Class skill" refers to any skill rank bought with class skill points, as opposed to those gained from high Intelligence. Bonus skill ranks, character feats, favoured class feats and hp are only gained on actually reaching the next level. (Basically, because I can't factor variable Int bonuses into the table, and the levels at which feats are gained will vary with multiclassing and depending on favoured classes. As far as hp are concerned, there's no particularly good reason I kept them out. These things could certainly be added with some Excell-fu, but I couldn't be bothered with the extra work required, and the system seems to already work well as-is.)
The framework for the system is basically that gaining all available skill points uses 20% of total XP, and the remaining increases are costed pretty much evenly, with BAB usually getting any left-over XP added on. For levels with no or few bonuses appart from skill points, I've generally upped the costs for skill points a bit. A few abilities, such as Bite Sword, I've discounted in cost, as having more flavour value than hard mechanical benefits.
Anyway, this allows players to advance their characters fairly regularly, even if they are only going up levels rarely, and also gives them more difficult choices they have to make -- do I want to increase my BAB or Dodge now? Or gain 3 skill ranks? If I've got a few unspent XP, do I get a skill rank now, or save for a Fort bonus later?
As I've stated, my players quite like the system, and I just thought I'd share with you all.
One of my plans with Conan was to greatly slow down the rate of character advancement as compared to the d20 standard. Given that I had not run a slow-advancement game (any system) in some time, and some of my players have never experienced such a thing (oh, and my last campaign was a level-a-book Lone Wolf game), I thought that some of the players may find this a little frustrating.
After pondering how I might mitigate this potential problem, I came up with a solution that, after two sessions, has been lauded by my players.
I have taken all the class-based abilities and improvements available at each level and given them each a % cost. The % is applied to the total XP required for the next level, to determine the XP cost for each ability or improvment.
As an example, a character who is taking level 2 of Barbarian at his 2nd character level will have the following costs:
+1 BAB: 113
+1 Dodge: 98
+1 Parry: 98
+1 Will: 98
Trap Sense: 98
Endurance: 98
Class Skill: 38
(Total XP required for level 2 under my system is 750, btw).
"Class skill" refers to any skill rank bought with class skill points, as opposed to those gained from high Intelligence. Bonus skill ranks, character feats, favoured class feats and hp are only gained on actually reaching the next level. (Basically, because I can't factor variable Int bonuses into the table, and the levels at which feats are gained will vary with multiclassing and depending on favoured classes. As far as hp are concerned, there's no particularly good reason I kept them out. These things could certainly be added with some Excell-fu, but I couldn't be bothered with the extra work required, and the system seems to already work well as-is.)
The framework for the system is basically that gaining all available skill points uses 20% of total XP, and the remaining increases are costed pretty much evenly, with BAB usually getting any left-over XP added on. For levels with no or few bonuses appart from skill points, I've generally upped the costs for skill points a bit. A few abilities, such as Bite Sword, I've discounted in cost, as having more flavour value than hard mechanical benefits.
Anyway, this allows players to advance their characters fairly regularly, even if they are only going up levels rarely, and also gives them more difficult choices they have to make -- do I want to increase my BAB or Dodge now? Or gain 3 skill ranks? If I've got a few unspent XP, do I get a skill rank now, or save for a Fort bonus later?
As I've stated, my players quite like the system, and I just thought I'd share with you all.