![]() I ‘believe’ they’re simply confused on why people don’t just add extra XP post-creation process instead (which would remove the ability to buy Characteristics). I don’t understand why is this different from the system? If the 30 XP is too much, make it 10, 20, whatever you wish. They can’t spend that on characteristics, so they are going to be able to start play with a molded character with some talents and more skill. Then, hand them 30 XP (or whatever you wish) of regular XP as if they had already adventured a bit. So, the idea was to grant 100 Characteristic Points, so they could still do the usual characteristic increases. I just don’t see many players choosing that. If they were in my group, I would be advising them greatly against that explaining how important characteristics are and how it will later be difficult to raise them. There may be players out there that instead may be doing something like only raising one characteristic to 3, then having everything else 2’s, then putting 70 XP into skills and talents. They are still starting with nearly 0 talents and 4 rank 1 skills from their Career choice. What would most do? Probably add another 3 characteristic or a 4 depending on what they did with the first 100XP. Let’s say you handed the players 130XP instead. If perhaps they instead chose three 3’s (90 XP) they still have only 10 XP left over for more skills or talents. If starting with all 2’s, they end up perhaps with a 4 (70XP) and a 3 (30XP), then 0 left over for skills and talents other then what is granted by Career (four rank 1 skills). Most players rightfully sink nearly all of that into characteristics. They can still buy skills and talents with the 30 XP. I’m not sure how to explain it any further. I think it’s clear, what I don’t understand why is this different from the system? You just gave them 30 earned XP and took away the possibility to buy talents/skills with starting XP One House Rule my table does to address the disparity is make it so Dedication can only raise a Characteristic up to 1 higher than what another Characteristic is at, which encourages more versatility and makes the power crawl slow down a bit (note: this is a one-table experience where everyone did take the 3/3/3/3/2/2 route, so it might not translate so well for other tables with more specialized characters).ĮDIT 2: Original cited arrays was factoring for point buys alone, this confused at least one user so I adapted it to include inherent racial characteristics. Which is one (but not the only) reason I often advocate for the 3/3/3/3/2/2 split, because assuming your game lasts long enough it’s the most XP efficient method because they operate on different rules. With Dedication both of those cost 25 XP. At Creation going from 4 to 5 is 50 XP but from 1 to 2 is 20 XP. The Dedication Talent being more glaring because it actively encourages someone to barrel up one stat instead of being versatile. Racial Balance to account for the new CP system.If you wanted to cover all your angles there are other design elements you’d also need to consider such as: Though in truth, this is a surface level fix because there are some races that have significantly lower XP pools than others. Humans you may want to set to 12 CP instead because they typically start with that extra 10 XP and have all even scores. ![]() I’m not adept enough at advanced math’s to figure out if there are potential unique builds that could screw this before testing, but my hunch would be leaving it at an odd level would allow it so that anyone could make sure they can top off their scores (since they always have at least one 3 and 1). You can simulate that and the scaling of costs in creation by simply requiring a player spends XP equal to the level they are raising it to. Generally speaking, it seems players always advise a 4/3/3/2/2/1 split on creation (though I’m a bigger advocate of 3/3/3/3/2/2 myself). ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |