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Post by Daos on Mar 30, 2005 12:55:36 GMT -8
Here is the link to our website.Here is the link to my blog, where I talk about the game, and review the sessions and player performance. (Warning! If you don't handle criticism very well, you should probably avoid this.)
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Post by Daos on Aug 20, 2005 15:19:51 GMT -8
Experience Breakdown
Combat is not the only way to earn experience points. In fact, there are lots of other ways to do so. I'll explain the many different ways to earn XP in this section, as well as any house rules or deviations I might use. Since Combat is what most people think of when it comes to earning XP, I'll start there.
Combat XP Experience points can be earned by fighting opponents. How much XP earned is determined by a number of factors, including the opponent(s) hit dice, special powers and abilities, and overall toughness.
Most games have combat experience divided up amongst the party. That is, if a party of five kills something worth 100 XP, each party member gets 20 XP. In my game, I give all those who participate full XP. Using the above example, each party member who participated would get 100 XP.
I do this for three reasons. First, it gives great incentive to work together. There's no 'downside' for a party to work as a group to defeat any foe. Second, it eliminates any worry or complaints about one player stealing kills or hogging all the XP. Third, it tends to speed up level advancement a bit, so it doesn't take forever to get past those early levels.
Combat XP is earned by defeating opponents. It is not necessary to kill to earn it. It can also be earned by chasing an enemy away or capturing them or even just knocking them out.
The opponent, however, must present a real threat. No experience is earned in any situation where the PCs have an overwhelming advantage. For instance, if a group of five 7th level adventurers hunt down and kill a single level-0 orc, they wouldn't get any XP, as the odds of the party dying are extremely low (pretty much nil, in fact). Also, attacking someone or something that is helpless (someone who is tied up to a chair or cannot defend themselves) also does not earn XP.
Finally, I do not reward XP for attacking or killing other Player Characters. The less incentive to PK, the better.
Roleplaying XP A PC can also earn XP by roleplaying. While the DMG suggests a reward of 100-200 XP for roleplaying, I tend to give more--as I put a lot of emphasis on good roleplaying. The following ways to get roleplaying XP are as follows:
"Interaction" means that the character speaks and otherwise interacts with other PCs and NPCs. This doesn't mean you must 'bond' with everyone you meet, but a player who posts very seldomly (especially to the point that everyone forgets they are present) or becomes a wallflower may get not get as much XP. I emphasize PC interaction. That is to say, you'll get more Interaction XP if you interact with PCs than with NPCs. It's a little silly sometimes how a PC will have 10 NPC friends but not know the last name of the guy who they fight side-by-side with everyday.
"Development" will refer to when your character grows and changes over time due to their experiences and interactions. Characters who remain static (never change) will not earn much Development XP.
"Insight" will refer to new information about your PC that was previously unknown. Like the revealing of a backstory or the explaining of their motivations. Characters who keep to themselves and never reveal any of their past will not earn much Insight XP.
"Depth" will refer to how realistic and fleshed out your character and their motivations are. This can be earned by putting a lot of work in keeping your character consistent with alignment and established personality and showing that they are complex individuals. Characters who have little or no personality will not earn much Depth XP.
Class XP This is also known as "Individual XP", it is XP earned by playing to your class's strengths. Each class has different rewards.
Fighters, Paladins, and Rangers all earn extra XP for combat. This 'bonus' XP is added into their Combat XP. The bonus is 10 XP/level for every hit dice of the creature defeated.
In addition, Paladins earn XP for using their prayers to further their ethos (50 per Hymn) and convert a character to Lawful Good directly (50 per level).
Rangers earn XP for using their prayers to further their ethos (50 XP per Hymn), successful use of special abilities (100 XP), extra XP for defeating a species enemy (20 XP/level of every hit dice of the species enemy defeated), for defeating the long range plans of a species enemy (1000 XP), and for training a new trick or task to a follower (100 XP).
Mages and Specialists earn XP by casting spells to overcome problems (50 XP per Circle), successfully researching spells (500 XP per Circle), and for making potions, scrolls, or other magical items (varies).
Priests earn XP by successful use of granted powers (100 XP), prayers cast to further their ethos (100 XP per Hymn), and for making potions, scrolls, and other magical items (varies). Depending on the religion, priests may earn additional XP in other tasks (if, for example, a follower of D'lokka starts a war or a follower of Daeoro brings two lovers together, etc.)
Thieves earn XP by using their special abilities successfully (200 XP) and for acquiring money and treasure (2 XP for every gold piece of worth).
Bards earn XP by successful use of thief abilities (100 XP), successful use of 10th-level ability to use written magical devices (200 XP), spell use to overcome problems (25 XP per Circle), by giving a significant performance (100 XP), by giving a major performance (500 XP), for acquiring money and treasure (1 XP for every gold piece of worth), and they also get a slight bonus in combat (5 XP per level for every hit dice of the creature defeated).
Allow me to elaborate on some of that. What does "Overcoming problems" entail? That just means that randomly casting spells does not earn XP. For instance, casting a fireball at a pack of orcs, casting Detect Magic on an item to see if it's enchanted, or using Sleep to knock out a hostile kobold would earn XP. However, casting a fireball into an open plain for no reason, using Detect Magic on something you know is all ready enchanted, or using Sleep on a child who is getting on your nerves does not count.
Other XP The rest of these I may as well lump into one category.
A PC can earn XP by completing an adventure. An 'adventure' is a single task the party has taken on. They do not earn any XP for it until the task is completed. The reward is usually 100 XP for every session it takes to complete the adventure (thus, if an adventure takes up 6 sessions, then the reward will be 600 XP).
If the party changes adventures, then that XP is put on hold. For instance, let's say the party is charged with finding the legendary Tooth of Renos, a magical sword. Four sessions pass by, and they have yet to reach the dungeon it is kept in. Then they hear that a nearby princess was kidnapped. They decide the Tooth isn't going anywhere, and so go to rescue her. They have changed adventures now. It takes them two sessions to save the princess. They earn 200 XP for that. They now continue on their original quest. It takes one more session, and they retrieve the sword. They earn 500 XP (the two sessions they save the princess are not counted toward the sword retrieval reward).
Another way to earn XP is for a PC to accomplish certain goals. There's no clear cut way to measure whether a goal is worthy of XP and how much it is worth. This is up to the DM. It depends on how much effort the PC put into achieving the goal, how difficult the goal was, and other such factors. You cannot achieve XP for goals if your goal is 'to stay alive,' or something along those lines.
A PC can also earn XP with miscellaneous bonuses. These can come in any size and for any reason. Some examples are special events (birthdays, holidays) or just for doing something extraordinary. Also, if a PC has a prime requisite score of 16 or over, they can earn anywhere up to a 10% bonus to all the XP they earn (except for other bonuses).
If a PC is absent, they receive no XP at all. If an Adventure is completed, the PC receives only XP for the sessions they attended. (Thus, if an adventure lasts five sessions and the player misses two of them, they only earn 300 XP for completing that mission).
If a PC reaches level 6, they experience something called XP Inflation. All XP earned for roleplaying and completing adventures is doubled. This happens again at level 12 (Improved XP Inflation).
Negative XP If you piss me off (by doing things like say, arguing with me during the game about a rule decision even once I've closed the discussion, attempting to intentionally derail the game, harassing other players, etc.), I'll give you negative XP which cancels out regular XP.
This idea came to me when a player disagreed with a ruling of mine and would not let it go, disrupting the game and forcing everyone else to sit there and wait. He later admitted to me he felt the loss of a couple hundred of XP was worth it to avoid letting his character die over a DM's mistake.
So I can give out as little or as much Negative XP as I want, and if it equals to more than the XP you earned in a session, you'll actually lose XP previously earned, as well.
For instance, if you earn 500 XP in a session but then gain -1500 XP, you'll not only lose that 500 XP, but I'll subtract an additional -1000 XP from your total. You can't lose levels this way, however.
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Post by Daos on Aug 21, 2005 19:56:18 GMT -8
Character Death and Birth
If a character dies, a new one is created at half of the XP of the previous one and inserted into the party. Some might say this is a harsh penalty, but I feel that death should be harsh and something to be feared by players as much as player characters.
The way I see it, is that if a character must start again at a low level, it's easy enough for them to catch up. If a character dies at higher levels, it's assumed they have the money, connections, and fame to be raised, reincarnated or resurrected.
However, if a character dies in an unfair manner or is somehow denied their chance of being raised by uncontrollable forces, I might let them create their new character with the same amount of XP as their last one. There may be other situations where this might apply.
If a new player joins the game, they may start their character at a the party level average, but only for their first character. However, if the player has no prior D&D experience, I may start them at 1st level regardless of the rest of the party's level.
No character can start with magical items, even if they are high-leveled. (Possible exception for plot devices.)
I do use the Hovering at Death's Door rule to help make it more difficult to die in my game. This means death occurs at -10 HP instead of 0 HP. If a character reaches 0 HP, they are 'knocked out' and slowly bleed to death (they lose 1 HP per round unless someone spends a round binding their wounds.) All spells or prayers memorized are wiped from the victim's mind. Any healing prayers used on them only restore them to 1 HP for that day (with the exception of Heal which completely heals them).
Creating the Character
When a character is created, the first step is the player in question meets with me online to roll up ability scores, choose proficiencies, and otherwise work out their stats and mechanics.
Once that is completed, the player is then required to write up a character bio and submit it to me by posting it in their sub-forum.
The bio must include Appearance, Personality and History.
I then go over the bio. If it's lacking in someway, I'll reject it and the Player must re-submit it. I may include suggestions or leave it up to the player.
The higher the player's level (based on how many games they have played with me--this is found in their forum profile), the more I expect from them. A newbie can get away with writing less than the party veteran.
Things I may reject a bio for: 1) If it's incomplete (missing one of the three essentials listed above) 2) If it contains information that is not canon to my world, or I feel would be inappropriate for my world 3) If it is lacking in description 4) If the character is too irrelevant to the campaign
Also, note that the higher the character's starting level, the more history there is to cover.
If a player has not had their bio accepted by the next session, they will not be able to play that day.
Regarding player created content; players can make up information pertaining to my world so long as it is relatively minor and doesn't contradict what's all ready been established, in regards to their bios.
For instance, if a Player wants to make up some tiny village that isn't on the map that his character was born in; he can. And even go as far as to establish what the village was like.
If they are from a region that's lacking in detail, they can flesh it out. If the player goes too far, I'll let them know, so it's no big deal.
However, that's for character creation. A player should not spontaneously make up information during the game without first asking me.
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Post by Daos on Aug 22, 2005 17:13:27 GMT -8
Profiencies
When a new character is created, they must fill all their proficiency slots before they enter the game. This is done automatically, although there may be some restrictions (why would a Higar dwarf who lived his whole life in the mountains know how to swim, for instance?)
As a character gains new levels, they earn new proficiency slots. However, these are not filled automatically and require training.
First, the character must find someone (either a PC or NPC) to teach them the skill. Sometimes payment will be required. It takes 1d4+1 weeks to learn the skill.
If a player wishes to simply improve a skill they all ready possess, no training is required, assuming they have been using the skill regularly. If they haven't, they must spend at least a week practicing at it (no teacher is required, though).
If a player places a free slot into a proficiency they all ready know, they receive a +2 to their skill level. This can be done as many times as the player wishes. Thus, instead of knowing several skills, a PC could specialize in only a select few.
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Post by Daos on May 5, 2007 15:00:32 GMT -8
Fate Points
What are Fate Points? Fate Points are rewards for good players that allow them to automatically succeed in any roll. The idea is that they take control of their own Fate by changing the outcome of a roll.
How do they work? You can trade in one Fate Point for one dice roll. At any point during the game, if you make a roll and it goes poorly, you can choose to exchange the FP for an automatic success. Here are some examples:
Attack rolls - If you exchange a FP on an attack roll, it turns into a natural 20 (critical hit).
Damage rolls - The attack does the full amount of damage (i.e., an attack that does 2d4+2 damage would do 10 damage).
Saving Throws - You automatically pass (it becomes a 20).
Ability/Proficiency Checks - You automatically succeed (it becomes a 1).
Initiative - You automatically go first (regardless of your weapon speed or casting time).
Healing - Restores the full amount (i.e., Cure Light Wounds would automatically restore 8 hp).
Percentage Rolls - You automatically succeed (it becomes a 1). This goes for all percentage rolls, whether it's System Shock, Resurrection Survival, learning a spell, thief skills or whatever.
Spell Duration/Area - It will become most effective (i.e., a Sleep spell will automatically affect 8 HD of creatures instead of 2d4, or Friends will last 4 rounds + 1 round/level instead of 1d4 rounds + 1 round/level).
HP Rolls - Your character will receive the maximum amount of HP upon level up.
Are there any stipulations? A couple. First, Fate Points do NOT carry over to new characters. So if your character dies or retires, they lose any Fate Points they had. This also means Fate Points cannot be used at Character Generation.
Also, Fate Points cannot in any way be used to effect any dice rolls that yourself do not make. Thus, they cannot improve the attack roll of another PC or an NPC (unless said NPC is your henchmen and under your control). Nor can they effect enemies or opponents. (If the enemy makes a natural 20, you cannot turn that into a fumble.)
Otherwise, a player may use their Fate Points however they like. They can save them and use them during dramatic moments or blow them as soon as they get them. They can even use them in succession, if they like. (For instance, if you have two, you could theoretically use one to turn an attack into a critical and then use another to do full damage on said critical).
It should be noted, however, that a Fate Point cannot allow a PC to do anything they normally could not do. For instance, even if you do have the Jumping proficiency, you could not leap a distance of 100 feet, regardless of how well you roll (unless some kind of magic was employed).
How do you use them? Just at any point in the game, if you make a dice roll that you are not happy about, ask to use a Fate Point. The roll is automatically changed to the very best outcome.
How do you earn them? Fate Points are very difficult to earn. Unlike Experience Points, you cannot expect to earn them each session. They will be few and far apart.
To earn them, you just have to essentially impress me. Either with spectacular roleplaying, vastly improving your roleplaying in an area you were once weak, or helping the game get back on track are all possible examples. Understand, though, that just because you didn't earn any Fate Points in a session doesn't mean you're doing badly. Acceptable roleplay does not earn FP. Even good roleplay doesn't necessarily earn FP. Only really exceptional moments can earn them.
And nobody can hope to be exceptional in every session, or even most of them.
Can Fate Points be lost? Only if you use them or your character dies or retires. I wouldn't take them away unless you really pissed me off.
This isn't fair! I'm doing a good job but I'm not earning any FP! Sorry. But it's really a DM's whim kind of thing. You can plead your case to me (NOT during the game) if you want, but it should be noted that staying in alignment, staying in character, showing up on time, and character development are expected and thus not worthy of earning you Fate Points. Fate Points are for doing something exceptional or noteworthy, not for something you agreed to when you signed up to begin with.
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