carborundum RPG Superstar 2010 Top 32 |
Nice - that's what my group and I were discussing for the last few weeks. We couldn't decide on a final and fair implementation as not all things are created equal.
A Wizard, for example, has no feats, not so many skills, frequently no BAB, and few hitpoints. He does, however, gain access to a new level of spells every two levels. So, a 4nd level adventure could begin, the party could beat an encounter and the wizard could go for class abilities (spells) first, please.
Now he can fly over all the traps, and learn two new spells.
Extreme example, but that was the gist of the unrest in my group.
We also sat down and made tables for the characters, to split up the levels that way.
My wizard is going from 11 to 12... that's
An ability score, a feat, skill points, hitpoints, new spells per day, +1BAB, new spells in the spellbook and better saves. Eight things, so we split the level into 8 and at each step you can take one of the things.
That was better, but it made levels less special - the only thing that happened then was your caster level going up.
We also considered letting the players buy steps with action points when they were far enough along in their level. That made it all the more dramatic, and fun.
"If only someone could break the enchantment on that cursed sword, it's driving poor Joachim crazy!"
"I've been working on that spell for weeks, and ... hang on a second.. if I just... and the thing here.. and the flux... Guys, I think I can do it."
I'm sure I have the whole thing worked out somewhere. It's a great idea in theory and I was surprised my players weren't immediately happy!
Sean K Reynolds Contributor |
A Wizard, for example, has no feats, not so many skills, frequently no BAB, and few hitpoints. He does, however, gain access to a new level of spells every two levels. So, a 4nd level adventure could begin, the party could beat an encounter and the wizard could go for class abilities (spells) first, please.
Now he can fly over all the traps, and learn two new spells.
If you're stopping after ONE encounter, you're playing a very strange version of the game.
carborundum RPG Superstar 2010 Top 32 |
LOL, sorry, bad example!
I was trying to remember the objections and exaggerations my players produced. I also jumped in without really thinking.
The main stumbling block in our discussion was that not all classes and levels were equal and since they were paying action points to get early features it wasn't fair to everyone. We also house-ruled fifteen minute levelling for hitpoints and saves which explains the encounter thing.
Anyway, I still love the idea and this is a nice simple method.
Sean K Reynolds Contributor |
Nice.
Not OS. Drat.
Eh?
The main stumbling block in our discussion was that not all classes and levels were equal and since they were paying action points to get early features it wasn't fair to everyone.
Well, it may be unfair for a specific leveling-up choice, but every class is going to have some "blanks" when you divide up the class abilities. Rogue 3: BAB increase good, save increase blah, skill increase good, class features trapsense and sneak attack increase meh. Fighter 3 BAB increase good, skill increase blah, save increase blah, class features armor training blah.
The point is that you're getting something after every session instead of nothing for three sessions and then a bunch at the end of the 4th session.
carborundum RPG Superstar 2010 Top 32 |
SirRupert |
I have another question for anyone who would like to tackle it:
I have a player who wants to play a half-dragon, and another who wants to play a half-celestial. They both have level adjustments, how would you go about doing that under this progression?
Would you take their level adjustment, and until the rest of the party reaches that level, they get no levels?
Answers would be appreciated.
Thank you