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- My personal attempt to fix the XGE campaign rules and make everyone happy, while still following the
- spirit of the campaign rules, trying to make the focus more on story, and making changes to existing
- systems flow smoothly.
- Things to make work: leveling, gold, magic items (purchased and found), downtime, DM rewards, DM
- quest rewards, transition between existing characters/rewards in the prior system and in the new
- system, equity between characters/players who played before this next season and people who will play
- only in the new season and onward, less math.
- Leveling:
- My desire is to make leveling at the same pace as present, while simplifying it's tracking and still
- rewarding good play.
- So let's do some math (I promise your players will be doing less of it, and you won't have to track
- XP per monster at the end of modules/sessions). In recent seasons, the APL of modules has, for the
- most part, been standardized around levels 3/8/13/18, or at least pretty close. Using minimum xp,
- you would hit the following levels at this amount of hours of standardized-APL modules. Hours are not
- cumulative, but the per-level amount. Overflow from the prior level is included:
- 2: 2 hours
- 3: 2 hours
- 4: 8 hours
- 5: 17 hours
- 6: 7 hours
- 7: 8 hours
- 8: 10 hours
- 9: 12 hours
- 10: 15 hours
- 11: 19 hours
- 12: 6 hours
- 13: 8 hours
- 14: 8 hours
- 15: 10 hours
- 16: 11 hours
- 17: 12 hours
- 18: 8 hours
- 19: 8 hours
- 20: 10 hours
- Cumulatively, that's
- 2: 2 hours
- 3: 4 hours
- 4: 12 hours
- 5: 29 hours
- 6: 36 hours
- 7: 44 hours
- 8: 54 hours
- 9: 66 hours
- 10: 81 hours
- 11: 100 hours
- 12: 106 hours
- 13: 114 hours
- 14: 122 hours
- 15: 132 hours
- 16: 143 hours
- 17: 155 hours
- 18: 163 hours
- 19: 171 hours
- 20: 181 hours
- So you'd gain 1 checkpoint per hour always, and you'd gain a level after that amount of hours.
- Buuut... we want to not just give minimum XP, that makes everyone sad. However, we want to still have
- a min-max balance. The maximums at those levels are 33.3~% higher than the minimums. So let's empower
- the DMs. Give the authority to the DMs to give up to .3 extra points per hour (presumably in .1 point
- increments to make it easy) for anything they deem good play - creative solutions, throwing more mobs
- at them than usual for that time period, great RP. And by making it points above 1, it hopefully
- seems like a bonus (DM Quest Reward interlude: Deja Vu gives .1 extra to players)
- So now, the math becomes 'Well, we played 2 hours. I can award you from 2 to 2.6 points. You guys did
- a pretty great job, but you hit the trap pretty badly so how about 2.5 per person' Player writes down
- 2.5, adds it to their existing total, let's say 35, then checks a chart just like before, sees, oh,
- I'm at a total of 37.5 now, that's higher than 36, I level up to 6th. The DM didn't have to add up
- monsters and divide by players, plus add in the 'all players get X XP awards', see if that's between
- min and max or not, tell the players a 3-5 digit number of XP, slightly harder math to add, still
- have to check a chart to see if you level.
- What this does: Gives you more time at the higher end of a tier. You get all your fun toys to throw
- at tier-appropriate content for longer. It exactly mimics current progression. It rewards good play,
- via giving DMs more authority to do so. It provides a smooth conversion where very little difference
- occurs. Doesn't require much conversion of existing content - hours played still reigns. If there's a
- lull in a hardcover, you can reflect that by handing out the 'standard' 1.
- Issues: Slightly more math than what XGE says, possibility of players irritated at DMs who don't
- award them the max bonus, since it's discretion, not mechanical. The items in an existing module that
- say give Y XP for negotiating X obstacle don't mechanically do anything and are a vestigial feature
- (although they provide a good jumping point for the DM to realize they should reward that extra .1 or
- more). Folks who have memorized how much XP it takes to hit the next level have to look at a chart
- until they memorize the new one, but the XGE rules would still have been new to learn, too.
- Existing players get converted to a number of checkpoints using this chart:
- 1 225
- 2 450
- 3 675
- 4 900
- 5 1,013
- 6 1,125
- 7 1,238
- 8 1,350
- 9 1,463
- 10 1,575
- 11 1,688
- 12 1,800
- 13 2,076
- 14 2,353
- 15 2,629
- 16 2,906
- 17 3,182
- 18 3,459
- 19 3,735
- 20 4,012
- 21 4,288
- 22 4,565
- 23 4,841
- 24 5,118
- 25 5,394
- 26 5,671
- 27 5,947
- 28 6,224
- 29 6,500
- 30 7,571
- 31 8,643
- 32 9,714
- 33 10,786
- 34 11,857
- 35 12,929
- 36 14,000
- 37 15,125
- 38 16,250
- 39 17,375
- 40 18,500
- 41 19,625
- 42 20,750
- 43 21,875
- 44 23,000
- 45 24,100
- 46 25,200
- 47 26,300
- 48 27,400
- 49 28,500
- 50 29,600
- 51 30,700
- 52 31,800
- 53 32,900
- 54 34,000
- 55 35,167
- 56 36,333
- 57 37,500
- 58 38,667
- 59 39,833
- 60 41,000
- 61 42,167
- 62 43,333
- 63 44,500
- 64 45,667
- 65 46,833
- 66 48,000
- 67 49,067
- 68 50,133
- 69 51,200
- 70 52,267
- 71 53,333
- 72 54,400
- 73 55,467
- 74 56,533
- 75 57,600
- 76 58,667
- 77 59,733
- 78 60,800
- 79 61,867
- 80 62,933
- 81 64,000
- 82 65,105
- 83 66,211
- 84 67,316
- 85 68,421
- 86 69,526
- 87 70,632
- 88 71,737
- 89 72,842
- 90 73,947
- 91 75,053
- 92 76,158
- 93 77,263
- 94 78,368
- 95 79,474
- 96 80,579
- 97 81,684
- 98 82,789
- 99 83,895
- 100 85,000
- 101 87,500
- 102 90,000
- 103 92,500
- 104 95,000
- 105 97,500
- 106 100,000
- 107 102,500
- 108 105,000
- 109 107,500
- 110 110,000
- 111 112,500
- 112 115,000
- 113 117,500
- 114 120,000
- 115 122,500
- 116 125,000
- 117 127,500
- 118 130,000
- 119 132,500
- 120 135,000
- 121 137,500
- 122 140,000
- 123 142,500
- 124 145,000
- 125 147,500
- 126 150,000
- 127 152,500
- 128 155,000
- 129 157,500
- 130 160,000
- 131 162,500
- 132 165,000
- 133 167,727
- 134 170,455
- 135 173,182
- 136 175,909
- 137 178,636
- 138 181,364
- 139 184,091
- 140 186,818
- 141 189,545
- 142 192,273
- 143 195,000
- 144 197,500
- 145 200,000
- 146 202,500
- 147 205,000
- 148 207,500
- 149 210,000
- 150 212,500
- 151 215,000
- 152 217,500
- 153 220,000
- 154 222,500
- 155 225,000
- 156 230,000
- 157 235,000
- 158 240,000
- 159 245,000
- 160 250,000
- 161 255,000
- 162 260,000
- 163 265,000
- 164 270,000
- 165 275,000
- 166 280,000
- 167 285,000
- 168 290,000
- 169 295,000
- 170 300,000
- 171 305,000
- 172 310,000
- 173 315,000
- 174 320,000
- 175 325,000
- 176 330,000
- 177 335,000
- 178 340,000
- 179 345,000
- 180 350,000
- 181 355,000
- Gold: Keep the gold looting the same. Why? Currently, if you play only modules, you get roughly 1200
- gold in tier 1 (calculated using an average gold of 40 per hour, which matches an average of a
- handful of modules I looked at, and 30 hours for T1, although it's really only 29). If you include
- the jump-to-T2 bonus, the XGE rules provide 375. That's less than a third of the current gold. You
- could multiply the XGE gold by 3, but then you still hit 2 issues.
- Issue 1 of fixed gold: Inequity between current characters and new characters. Some characters have
- significantly more gold than others. You either leave that alone, and thus create inequity, or, you
- tell them to reset their gold. But, some may have spent much more than the reset value already... but
- you can't take away the armor and potions they bought, the estate they got from Fai Chen, or the True
- Resurrections they provided fellow faction members. So you can't put them at negative. But you can't
- just put them at the new value either, because again, if they've spent it all, you might have just
- doubled the lifetime gold they will get compared to a new character.
- Issue 2 of fixed gold: Semi-forced retirement @ 20. If all you get is 26425 gold, as XGE suggests,
- then you can only afford True Resurrection or Full Plate, never both. that issue might be alleviated
- a little if you raised that amount. But, currently at 20, you can keep playing and keep getting more
- gold. If you can't do that, then each time you cast Heroes' Feast is 1000 gold closer to being at 0
- forever. It's no longer an open-ended game, there becomes a point where you can't really do much
- else, you can't cast anything with a valuable material component anymore, you can't buy potions.
- Use the lifestyle tier system from XGE.
- T1 - Modest,
- T2 - Comfortable,
- T3 - Wealthy,
- T4 - Aristocratic.
- But allow a player to buy it higher. I used roughly the amount of downtime you acquire by the end of
- each tier, times the difference in cost of the options.
- Modest to Comfortable early costs 70 gold
- Comfortable to Wealthy early is 500 gold
- Wealthy to Aristocratic early is 2300 gold
- So bumping up one step early isn't too bad, but you won't see many Wealthy/Aristocratic T1s.
- In addition to scrapping downtime lifestyle cost, scrap the cost on rewards from things like Fai Chen
- that say pay 2 extra GP per downtime day. The extra math for flavor doesn't really seem like much
- other than bookkeeping. New Fai Chen rewards can bump up the initial cost of an item to reflect
- things like that if they want.
- What this does: Equity between new and old characters is preserved. There's no forced retirement at
- higher levels. We allow a player to RP being wealthy if they want by a small cost, with slightly less
- math. No change to the major part of the system means no few rules to learn, and no need to
- invalidate all prior treasure subheadings.
- Issues: Still have to do math for gold.
- Magic item purchase:
- I like XGEs system, but I think it's a little too easy with current gold values, as I suggest
- preserving. At a moderate level, you can now walk around with all the out of combat scroll you want.
- It makes it much easier to conserve your spell slot resources if you're never using them out of
- combat. You could boost the cost quite a bit, but that makes them out of reach for earlier tiers but
- not solving the issue at higher ones.
- What people don't have at any tier is massive surplusses of downtime. So stick a downtime cost on top
- of the gold cost.
- The items priced at under 75 should take no DT
- The items priced at 75 to 150 should take 1 DT
- The items priced at 151 to 500 should take 2 DT
- The items priced at 501 and up should take 4 DT
- Knock Invisibility potions down to 600. 1/3 classes can cast invisibility, meaning for out of combat
- uses, the 150 gp scroll is plenty. Just carry ones for yourself and distribute to the party caster as
- needed. In combat, the potion has benefits because it's a touch spell and you don't have to convince
- the caster to use his turn for your benefit. But not 4850 gold of benefit.
- This means for 2 hours of gameplay, if you choose to use your downtime in this way, you can get:
- Any number of cantrip scrolls and standard healing potions
- Up to 5 scrolls of 1st/2nd level, potions of climbing, animal friendship, greater healing or water
- breathing
- 2.5 scrolls of 3rd/4th level or superior healing
- 1.25 scrolls of 5th level, potions of supreme healing or potions of invisibility
- What this means: Players with more gold can't become Swiss army knives out of combat. Makes DT more
- meaningful.
- Issues: You need a third column of info, in addition to the prior item and cost columns.
- Magic items, found:
- I like treasure points. They prevent item sniping, this is a great thing. But they also get rid of
- serendipity, and excitement. They make it possible to engineer a build from 1-20 precisely, and
- likely will promote something like netdecking, which I don't think is great.
- As currently written, they also highly discourage picking consumables. They also skew value of items
- greatly. Why would I pick a potion of flying from D, when I can get a broom of flying from F for the
- same cost and a tier earlier? Seems awful inefficient to get a potion of storm giant strength for 8
- points, versus a belt for 12.
- It also means that players would be perhaps discouraged or unable to get the McGuffins they need in
- hardcovers. Even if I could spend the 12 points for the Sunsword, wouldn't 8 for a plain sunblade be
- better? All it gains is sentience for the 4 extra points. What happens when you can't purchase or
- don't want to purchase the McGuffin in a book? So now you go face the big bad without it, when he was
- designed to be hard without it? Currently the downside to picking it up is a MIC one higher for
- someone at the table. Now the downside would be 'you've spent a bunch of points on a sub-par item
- mostly useful for the place it was gotten in'. What happens to modules that might have given out an
- item like a scroll of comprehending languages to save you from hitting a wall where you have to read
- something to progress. Now unless you come in with it, you're just... stuck? End of module, thanks
- for playing?
- In the existing system, players at small tables are disproportionately rewarded, as well. If Jim
- always plays with his friends at a table of 3, and Steve plays at a table of 6, Jim will get twice
- the items in his career compared to Steve.
- So how do we fix this?
- 1. Split the treasure points in two. One for consumables, one for permanent.
- 2. Give treasure points based on the item tier of the item found.
- 3. Limit the list of selectable items to things you have encountered, plus perhaps a base list.
- We already split the items into categories, we just don't have equity in their distribution.
- Details:
- Find and use items as normal during a session.
- At the end of the session, give treasure points based on the items found.
- For consumables, if the item is used before the end of the adventure, you ignore it's contribution,
- it's gone. Your party got the value out of it already.
- A uncommon gives 1 point to everyone in the party (1 permanent point or 1 consumable point,
- depending)
- Rare gives 2
- VR gives 4
- Legendary gives 8
- The cost to buy any item is 5/10/20/40 points, based on rarity. You can buy them at tier 1/1/2/3
- respectively. You can save up points and don't have to spend them at the end of any session.
- Additional rule for permanent items: To buy it, you have to have seen it drop. You now need to record
- the item in your log notes. Possible expansion - a base list of items everyone has 'seen'
- Additional rule for McGuffins: Create a list of them for hardcovers. If it's been found by any party
- member, it's available for use by the party. Only 1 of each McGuffin per table.
- What this does: This gives everyone an equal amount of items they can acquire, regardless of if
- they're at table of 3 or 7. It doesn't change the loot during the session. No more discussions at the
- end of sessions of who is taking what item at all, no rolling for them. It doesn't invalidate the
- treasure subheadings. It preserves flavor. You don't have to pick an item several levels in advance
- of getting it.
- Issues: One more item to log.
- Depends on your point of view: Consumables are a bit more generic. Math might be more or less, not
- quite sure.
- Transition process: My assumptions are based on 5 people at a table, with content providing 1
- permanent, tier appropriate item per 3 hours. Calculate your permanent points based on the 5/10/20/40
- rule. If you're at the following level, this number is how many treasure points you should have. If
- you have less, you now gain unused points to bring you to this total. If you have more, nothing
- happens. This compensates people who have low MIC because they were trying to save for something.
- 1: 0
- 2: 0
- 3: 1
- 4: 4
- 5: 9
- 6: 14
- 7: 19
- 8: 26
- 9: 34
- 10: 44
- 11: 57
- 12: 65
- 13: 75
- 14: 86
- 15: 99
- 16: 114
- 17: 130
- 18: 151
- 19: 173
- 20: 200
- DM Rewards: You get 1 point per hour, 2.5 downtime per hour and the gold you get is determined by the tier of the character you put the reward on. I based this on DM rewards per hour for a average level tier party.
- T1 character - 50 gold per point
- T2 character - 190 gold per point
- T3 character - 400 gold per point
- T4 character - 840 gold per point
- A character built with DM Rewards only thus has the following gold at the end of each tier:
- T1 - 1450
- T2 - 14940
- T3 - 36940
- T4 - 58780
- Transition process - They get converted to the new system then, based on just hours. You can apply them as-is in the month before transition.
- DM Quests - The following ones change. Apply them as-is in the month be transition if desired:
- Ritual of Divination
- Ritual of Scrying - .5 points
- Deja Vu - 1/2/3 points, .1 extra point per hour for players
- Bounty hunter - 1/.5 points
- Preceptor of Oghma - .1 point per participant per hour
- Acolyte of Oghma - If out of game, .5 points
- Zealot of Oghma - 3 points, 1 point, 2 points for the respective rewards
- Level Up! - .1 points X seasons X years
- Martyr for the Cause: 1 point for 4 hours, organizer gets 10 points
- Adventure Calls: Double DM Rewards, except DT, plus renown
- Slot 0: Double DM Rewards, plus Renown
- Fanged DM equivalent: 1 point
- Rotting DM Equivalent: 2 points
- Scaled Dm Equivalent: 4 points
- Withered Dm Equivalent: 4 points
- Jungle Guide Equivalent: 1 point
- Acererak's Harbinger Equivalent: 8 points
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