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I would say as far as supply and demand, it would really matter how detailed the GM has decided to be in their world. Granted that would be a lot of extra paperwork.

I guess if you really wanted to go into the cost of how much a dealer might mark up the price. Figure the hiring cost of the "people" who the dealer would of hired to go and transport the diamond and add traveling expense, and if the dealer had to buy it from someone. You could keep going down the chain and eventually give yourself a headache. Did the people who had to go get it, did they travel through dangerous land, was where the diamond mined from known to be a dangerous place. Was there magical protections involved to mask the transporters? I think you get the idea.

So in reality, there would be two ways to handle this.

1. Assume that the dealer already took care of all of the other costs from having a wealthy business, and leave the price as is. Remember NPC's have as much money as the GM wants them to.

2. Mark the price up 10% to 15% just as an ad hoc to assume the dealer is going to already make a profit. Think about real life, you buy something for a dollar, if you took the actual cost of making something, it wouldn't be a dollar to make.


I would make the call as a GM, one has to remember that anything is just a guideline not an absolute.


Being that some of the Feats are base feats for a lot of other options, this would probably make them qualify for other feats sooner. Which in turn might also make them be able to qualify for certain Prestige Classes sooner. I don't have my PF Core Rulebook near by, but that might be something worth looking into.

1. If any NPC has class levels, then I would give these feats to the NPC's as well. But only if the NPC would benefit from them. On the other hand, Players will face more hits then any NPC ever will, so on the other hand, maybe the NPC's don't need them. Unless you are designing a main villain; then yes, give that NPC the extra feats.

2. I would say maybe a +1 to the APL, considering that the party will be slightly more powerful than a character without these feats at the same level. But it would also depend on what the party decides to do for characters. If they all design their characters where these feats really wouldn't matter, then the bonus feats really wont matter, and just keep their APL the same.

3. Yes, Melee classes if designed right will be great tanks, these extra feats if the player builds their character around them, will be better tanks. Just like casters, they are glass cannons, you start giving them extra bonus meta magic feats, you have just increased their punch as well.

4. I think it will matter all the way through, but it depends on how the characters are built. Having extra feats, they don't have to waste the few feats that they do get, because they will be given them for free.

5. Leave the prereqs as is. You are being nice enough to let the players have the bonus feats.

6. I would leave the list as is, you are being more than generous enough as is, you start adding more and more, and eventually every character will have almost all of the basic feats at their disposal.


Hearing what everyone is saying and taking it all in. I guess it would all be a matter of your preferred GMing style.

Yes 40 EXP doesn't seem like a really big number, but when taking into account how the system is set up, a player can gain a level roughly every 3 gaming sessions. Which with the group I play with a gaming session can be anywhere from 5 to 6 hours. Keep in mind 1 gaming session is from the time we start playing, till we decide to call it a night.

As for Personal Goals, this is where the GM and the players talk about what they have for some ideas and it's gauged from there. It's a bit of a balancing act but if done right, it doesn't let players get one over on the system. For example if someone was trying to build a castle. If their character just drew up the map and that was the only progress towards their "building a castle" I wouldn't let them count it, it has to be at least some significant move towards their goal. It is a juggling act, and I guess it depends on the players too, as a Player and GM using this system, there hasn't been any wars over if the GM said, If you make some more progress next session, you will probably be able to gain it.

As for book keeping, there really isn't a lot of book keeping at all. You can spend maybe 4 or 5 minutes if that writing up a printable spreadsheet that will cover X number of sessions.

Session names, i'm assuming you are referring to Session Titles. It doesn't matter how quickly someone writes. It's also good for a nice little wind down period at the end of the night, people can relax. Maybe that should of had a bit of clarification, each player can only write 1 title. So you might be with a group of 6 players, but as a GM you are not going to be bombarded with 40 titles, you hears 6 titles, the person reading them doesn't say who wrote them, and the GM picks which title they like the most from the ones read. The GM never sees the title, only hears them read out.


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Being that I like to really run games that focus on Role Playing, a Friend and myself have come up with a Experience Point System that really rewards players for Role Playing instead of just getting experience for hack and slash and adventure rewards.

Figured I would share it with everyone, and see what you all think of it.

Experience to make a Level: 40 when you make a level, any extra points carry over as progress towards the next level.

Experience Points are given out twice in a session. Usually at some good stopping point halfway through the session, and at the end of the session.

One other thing worth mentioning, is that each reward can only be gained once per session.

Mid Session Experience

Participation: 1 Exp - Character was active in the session.

Good Role Playing: 1 Exp - Player stayed in character for most of the session.

Creative Idea: 1 Exp - Character came up with a really creative idea to solve an issue or task.

Heroic Action: 1 Exp - Character did something that went above and beyond the expected.

Outstanding Success: 1 Exp - Player rolled a Natural 20

Outstanding Failure: 1 Exp - Player Rolled a Natural 1

Personal Goal: 1 Exp - Character made progress towards a personal goal or completed a personal goal. I usually require players to have goals for their character written down, and it actually has to have some personal meaning, other than getting money, or walking out of a building. If it can be completed in 1 session or less, I don't let players count it.

Group Goal: 1 Exp - Usually the Characters have some goal to take care of when a session is going on. If they have made progress towards or completed it, they get the reward.

End Session Experience

The End Session rewards are just like the Mid Session rewards. Players can't count anything they might not of gotten credit for in the Start Session to Mid Session. This is a whole new session.

For example if the player rolled a few natural 20's, since they got the reward in the Mid Session, they can't claim one of their other rolls in the period of Mid Session to End Session.

There is a new addition to the Experience Rewards, it's called Session Title. Unlike the other rewards; Session Title can only be claimed by 1 player.

Session Title: 2 Exp - Consider everything that has happened from the Start Session to the End Session a chapter in a book. Every player takes a piece of scrap paper or whatever and writes a title for the chapter. Out of fairness, I have the players hand all of their titles to another player, and that player reads the title, and I chose which title I like.