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Complete shared campaign suggestion and transition plan.

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Jun 23rd, 2018
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  1. My personal attempt to fix the XGE campaign rules and make everyone happy, while still following the
  2.  
  3. spirit of the campaign rules, trying to make the focus more on story, and making changes to existing
  4.  
  5. systems flow smoothly.
  6.  
  7. Things to make work: leveling, gold, magic items (purchased and found), downtime, DM rewards, DM
  8.  
  9. quest rewards, transition between existing characters/rewards in the prior system and in the new
  10.  
  11. system, equity between characters/players who played before this next season and people who will play
  12.  
  13. only in the new season and onward, less math.
  14.  
  15. Leveling:
  16. My desire is to make leveling at the same pace as present, while simplifying it's tracking and still
  17.  
  18. rewarding good play.
  19.  
  20. So let's do some math (I promise your players will be doing less of it, and you won't have to track
  21.  
  22. XP per monster at the end of modules/sessions). In recent seasons, the APL of modules has, for the
  23.  
  24. most part, been standardized around levels 3/8/13/18, or at least pretty close. Using minimum xp,
  25.  
  26. you would hit the following levels at this amount of hours of standardized-APL modules. Hours are not
  27.  
  28. cumulative, but the per-level amount. Overflow from the prior level is included:
  29.  
  30. 2: 2 hours
  31. 3: 2 hours
  32. 4: 8 hours
  33. 5: 17 hours
  34. 6: 7 hours
  35. 7: 8 hours
  36. 8: 10 hours
  37. 9: 12 hours
  38. 10: 15 hours
  39. 11: 19 hours
  40. 12: 6 hours
  41. 13: 8 hours
  42. 14: 8 hours
  43. 15: 10 hours
  44. 16: 11 hours
  45. 17: 12 hours
  46. 18: 8 hours
  47. 19: 8 hours
  48. 20: 10 hours
  49.  
  50. Cumulatively, that's
  51.  
  52. 2: 2 hours
  53. 3: 4 hours
  54. 4: 12 hours
  55. 5: 29 hours
  56. 6: 36 hours
  57. 7: 44 hours
  58. 8: 54 hours
  59. 9: 66 hours
  60. 10: 81 hours
  61. 11: 100 hours
  62. 12: 106 hours
  63. 13: 114 hours
  64. 14: 122 hours
  65. 15: 132 hours
  66. 16: 143 hours
  67. 17: 155 hours
  68. 18: 163 hours
  69. 19: 171 hours
  70. 20: 181 hours
  71.  
  72. So you'd gain 1 checkpoint per hour always, and you'd gain a level after that amount of hours.
  73.  
  74. Buuut... we want to not just give minimum XP, that makes everyone sad. However, we want to still have
  75.  
  76. a min-max balance. The maximums at those levels are 33.3~% higher than the minimums. So let's empower
  77.  
  78. the DMs. Give the authority to the DMs to give up to .3 extra points per hour (presumably in .1 point
  79.  
  80. increments to make it easy) for anything they deem good play - creative solutions, throwing more mobs
  81.  
  82. at them than usual for that time period, great RP. And by making it points above 1, it hopefully
  83.  
  84. seems like a bonus (DM Quest Reward interlude: Deja Vu gives .1 extra to players)
  85.  
  86. So now, the math becomes 'Well, we played 2 hours. I can award you from 2 to 2.6 points. You guys did
  87.  
  88. a pretty great job, but you hit the trap pretty badly so how about 2.5 per person' Player writes down
  89.  
  90. 2.5, adds it to their existing total, let's say 35, then checks a chart just like before, sees, oh,
  91.  
  92. 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
  93.  
  94. monsters and divide by players, plus add in the 'all players get X XP awards', see if that's between
  95.  
  96. min and max or not, tell the players a 3-5 digit number of XP, slightly harder math to add, still
  97.  
  98. have to check a chart to see if you level.
  99.  
  100. What this does: Gives you more time at the higher end of a tier. You get all your fun toys to throw
  101.  
  102. at tier-appropriate content for longer. It exactly mimics current progression. It rewards good play,
  103.  
  104. via giving DMs more authority to do so. It provides a smooth conversion where very little difference
  105.  
  106. occurs. Doesn't require much conversion of existing content - hours played still reigns. If there's a
  107.  
  108. lull in a hardcover, you can reflect that by handing out the 'standard' 1.
  109.  
  110. Issues: Slightly more math than what XGE says, possibility of players irritated at DMs who don't
  111.  
  112. award them the max bonus, since it's discretion, not mechanical. The items in an existing module that
  113.  
  114. say give Y XP for negotiating X obstacle don't mechanically do anything and are a vestigial feature
  115.  
  116. (although they provide a good jumping point for the DM to realize they should reward that extra .1 or
  117.  
  118. more). Folks who have memorized how much XP it takes to hit the next level have to look at a chart
  119.  
  120. until they memorize the new one, but the XGE rules would still have been new to learn, too.
  121.  
  122. Existing players get converted to a number of checkpoints using this chart:
  123.  
  124. 1 225
  125. 2 450
  126. 3 675
  127. 4 900
  128. 5 1,013
  129. 6 1,125
  130. 7 1,238
  131. 8 1,350
  132. 9 1,463
  133. 10 1,575
  134. 11 1,688
  135. 12 1,800
  136. 13 2,076
  137. 14 2,353
  138. 15 2,629
  139. 16 2,906
  140. 17 3,182
  141. 18 3,459
  142. 19 3,735
  143. 20 4,012
  144. 21 4,288
  145. 22 4,565
  146. 23 4,841
  147. 24 5,118
  148. 25 5,394
  149. 26 5,671
  150. 27 5,947
  151. 28 6,224
  152. 29 6,500
  153. 30 7,571
  154. 31 8,643
  155. 32 9,714
  156. 33 10,786
  157. 34 11,857
  158. 35 12,929
  159. 36 14,000
  160. 37 15,125
  161. 38 16,250
  162. 39 17,375
  163. 40 18,500
  164. 41 19,625
  165. 42 20,750
  166. 43 21,875
  167. 44 23,000
  168. 45 24,100
  169. 46 25,200
  170. 47 26,300
  171. 48 27,400
  172. 49 28,500
  173. 50 29,600
  174. 51 30,700
  175. 52 31,800
  176. 53 32,900
  177. 54 34,000
  178. 55 35,167
  179. 56 36,333
  180. 57 37,500
  181. 58 38,667
  182. 59 39,833
  183. 60 41,000
  184. 61 42,167
  185. 62 43,333
  186. 63 44,500
  187. 64 45,667
  188. 65 46,833
  189. 66 48,000
  190. 67 49,067
  191. 68 50,133
  192. 69 51,200
  193. 70 52,267
  194. 71 53,333
  195. 72 54,400
  196. 73 55,467
  197. 74 56,533
  198. 75 57,600
  199. 76 58,667
  200. 77 59,733
  201. 78 60,800
  202. 79 61,867
  203. 80 62,933
  204. 81 64,000
  205. 82 65,105
  206. 83 66,211
  207. 84 67,316
  208. 85 68,421
  209. 86 69,526
  210. 87 70,632
  211. 88 71,737
  212. 89 72,842
  213. 90 73,947
  214. 91 75,053
  215. 92 76,158
  216. 93 77,263
  217. 94 78,368
  218. 95 79,474
  219. 96 80,579
  220. 97 81,684
  221. 98 82,789
  222. 99 83,895
  223. 100 85,000
  224. 101 87,500
  225. 102 90,000
  226. 103 92,500
  227. 104 95,000
  228. 105 97,500
  229. 106 100,000
  230. 107 102,500
  231. 108 105,000
  232. 109 107,500
  233. 110 110,000
  234. 111 112,500
  235. 112 115,000
  236. 113 117,500
  237. 114 120,000
  238. 115 122,500
  239. 116 125,000
  240. 117 127,500
  241. 118 130,000
  242. 119 132,500
  243. 120 135,000
  244. 121 137,500
  245. 122 140,000
  246. 123 142,500
  247. 124 145,000
  248. 125 147,500
  249. 126 150,000
  250. 127 152,500
  251. 128 155,000
  252. 129 157,500
  253. 130 160,000
  254. 131 162,500
  255. 132 165,000
  256. 133 167,727
  257. 134 170,455
  258. 135 173,182
  259. 136 175,909
  260. 137 178,636
  261. 138 181,364
  262. 139 184,091
  263. 140 186,818
  264. 141 189,545
  265. 142 192,273
  266. 143 195,000
  267. 144 197,500
  268. 145 200,000
  269. 146 202,500
  270. 147 205,000
  271. 148 207,500
  272. 149 210,000
  273. 150 212,500
  274. 151 215,000
  275. 152 217,500
  276. 153 220,000
  277. 154 222,500
  278. 155 225,000
  279. 156 230,000
  280. 157 235,000
  281. 158 240,000
  282. 159 245,000
  283. 160 250,000
  284. 161 255,000
  285. 162 260,000
  286. 163 265,000
  287. 164 270,000
  288. 165 275,000
  289. 166 280,000
  290. 167 285,000
  291. 168 290,000
  292. 169 295,000
  293. 170 300,000
  294. 171 305,000
  295. 172 310,000
  296. 173 315,000
  297. 174 320,000
  298. 175 325,000
  299. 176 330,000
  300. 177 335,000
  301. 178 340,000
  302. 179 345,000
  303. 180 350,000
  304. 181 355,000
  305.  
  306.  
  307. Gold: Keep the gold looting the same. Why? Currently, if you play only modules, you get roughly 1200
  308.  
  309. gold in tier 1 (calculated using an average gold of 40 per hour, which matches an average of a
  310.  
  311. handful of modules I looked at, and 30 hours for T1, although it's really only 29). If you include
  312.  
  313. the jump-to-T2 bonus, the XGE rules provide 375. That's less than a third of the current gold. You
  314.  
  315. could multiply the XGE gold by 3, but then you still hit 2 issues.
  316.  
  317. Issue 1 of fixed gold: Inequity between current characters and new characters. Some characters have
  318.  
  319. significantly more gold than others. You either leave that alone, and thus create inequity, or, you
  320.  
  321. tell them to reset their gold. But, some may have spent much more than the reset value already... but
  322.  
  323. you can't take away the armor and potions they bought, the estate they got from Fai Chen, or the True
  324.  
  325. Resurrections they provided fellow faction members. So you can't put them at negative. But you can't
  326.  
  327. just put them at the new value either, because again, if they've spent it all, you might have just
  328.  
  329. doubled the lifetime gold they will get compared to a new character.
  330.  
  331. Issue 2 of fixed gold: Semi-forced retirement @ 20. If all you get is 26425 gold, as XGE suggests,
  332.  
  333. then you can only afford True Resurrection or Full Plate, never both. that issue might be alleviated
  334.  
  335. a little if you raised that amount. But, currently at 20, you can keep playing and keep getting more
  336.  
  337. gold. If you can't do that, then each time you cast Heroes' Feast is 1000 gold closer to being at 0
  338.  
  339. forever. It's no longer an open-ended game, there becomes a point where you can't really do much
  340.  
  341. else, you can't cast anything with a valuable material component anymore, you can't buy potions.
  342.  
  343. Use the lifestyle tier system from XGE.
  344. T1 - Modest,
  345. T2 - Comfortable,
  346. T3 - Wealthy,
  347. T4 - Aristocratic.
  348.  
  349. But allow a player to buy it higher. I used roughly the amount of downtime you acquire by the end of
  350.  
  351. each tier, times the difference in cost of the options.
  352.  
  353. Modest to Comfortable early costs 70 gold
  354. Comfortable to Wealthy early is 500 gold
  355. Wealthy to Aristocratic early is 2300 gold
  356.  
  357. So bumping up one step early isn't too bad, but you won't see many Wealthy/Aristocratic T1s.
  358.  
  359. In addition to scrapping downtime lifestyle cost, scrap the cost on rewards from things like Fai Chen
  360.  
  361. that say pay 2 extra GP per downtime day. The extra math for flavor doesn't really seem like much
  362.  
  363. other than bookkeeping. New Fai Chen rewards can bump up the initial cost of an item to reflect
  364.  
  365. things like that if they want.
  366.  
  367. What this does: Equity between new and old characters is preserved. There's no forced retirement at
  368.  
  369. higher levels. We allow a player to RP being wealthy if they want by a small cost, with slightly less
  370.  
  371. math. No change to the major part of the system means no few rules to learn, and no need to
  372.  
  373. invalidate all prior treasure subheadings.
  374.  
  375. Issues: Still have to do math for gold.
  376.  
  377. Magic item purchase:
  378. I like XGEs system, but I think it's a little too easy with current gold values, as I suggest
  379.  
  380. preserving. At a moderate level, you can now walk around with all the out of combat scroll you want.
  381.  
  382. It makes it much easier to conserve your spell slot resources if you're never using them out of
  383.  
  384. combat. You could boost the cost quite a bit, but that makes them out of reach for earlier tiers but
  385.  
  386. not solving the issue at higher ones.
  387.  
  388. What people don't have at any tier is massive surplusses of downtime. So stick a downtime cost on top
  389.  
  390. of the gold cost.
  391.  
  392. The items priced at under 75 should take no DT
  393. The items priced at 75 to 150 should take 1 DT
  394. The items priced at 151 to 500 should take 2 DT
  395. The items priced at 501 and up should take 4 DT
  396.  
  397. Knock Invisibility potions down to 600. 1/3 classes can cast invisibility, meaning for out of combat
  398.  
  399. uses, the 150 gp scroll is plenty. Just carry ones for yourself and distribute to the party caster as
  400.  
  401. needed. In combat, the potion has benefits because it's a touch spell and you don't have to convince
  402.  
  403. the caster to use his turn for your benefit. But not 4850 gold of benefit.
  404.  
  405. This means for 2 hours of gameplay, if you choose to use your downtime in this way, you can get:
  406. Any number of cantrip scrolls and standard healing potions
  407. Up to 5 scrolls of 1st/2nd level, potions of climbing, animal friendship, greater healing or water
  408.  
  409. breathing
  410. 2.5 scrolls of 3rd/4th level or superior healing
  411. 1.25 scrolls of 5th level, potions of supreme healing or potions of invisibility
  412.  
  413. What this means: Players with more gold can't become Swiss army knives out of combat. Makes DT more
  414.  
  415. meaningful.
  416.  
  417. Issues: You need a third column of info, in addition to the prior item and cost columns.
  418.  
  419. Magic items, found:
  420. I like treasure points. They prevent item sniping, this is a great thing. But they also get rid of
  421.  
  422. serendipity, and excitement. They make it possible to engineer a build from 1-20 precisely, and
  423.  
  424. likely will promote something like netdecking, which I don't think is great.
  425.  
  426. As currently written, they also highly discourage picking consumables. They also skew value of items
  427.  
  428. greatly. Why would I pick a potion of flying from D, when I can get a broom of flying from F for the
  429.  
  430. same cost and a tier earlier? Seems awful inefficient to get a potion of storm giant strength for 8
  431.  
  432. points, versus a belt for 12.
  433.  
  434. It also means that players would be perhaps discouraged or unable to get the McGuffins they need in
  435.  
  436. hardcovers. Even if I could spend the 12 points for the Sunsword, wouldn't 8 for a plain sunblade be
  437.  
  438. better? All it gains is sentience for the 4 extra points. What happens when you can't purchase or
  439.  
  440. don't want to purchase the McGuffin in a book? So now you go face the big bad without it, when he was
  441.  
  442. designed to be hard without it? Currently the downside to picking it up is a MIC one higher for
  443.  
  444. someone at the table. Now the downside would be 'you've spent a bunch of points on a sub-par item
  445.  
  446. mostly useful for the place it was gotten in'. What happens to modules that might have given out an
  447.  
  448. item like a scroll of comprehending languages to save you from hitting a wall where you have to read
  449.  
  450. something to progress. Now unless you come in with it, you're just... stuck? End of module, thanks
  451.  
  452. for playing?
  453.  
  454. In the existing system, players at small tables are disproportionately rewarded, as well. If Jim
  455.  
  456. always plays with his friends at a table of 3, and Steve plays at a table of 6, Jim will get twice
  457.  
  458. the items in his career compared to Steve.
  459.  
  460. So how do we fix this?
  461.  
  462. 1. Split the treasure points in two. One for consumables, one for permanent.
  463. 2. Give treasure points based on the item tier of the item found.
  464. 3. Limit the list of selectable items to things you have encountered, plus perhaps a base list.
  465.  
  466. We already split the items into categories, we just don't have equity in their distribution.
  467.  
  468. Details:
  469. Find and use items as normal during a session.
  470. At the end of the session, give treasure points based on the items found.
  471. For consumables, if the item is used before the end of the adventure, you ignore it's contribution,
  472.  
  473. it's gone. Your party got the value out of it already.
  474.  
  475. A uncommon gives 1 point to everyone in the party (1 permanent point or 1 consumable point,
  476.  
  477. depending)
  478. Rare gives 2
  479. VR gives 4
  480. Legendary gives 8
  481.  
  482. 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
  483.  
  484. respectively. You can save up points and don't have to spend them at the end of any session.
  485.  
  486. Additional rule for permanent items: To buy it, you have to have seen it drop. You now need to record
  487.  
  488. the item in your log notes. Possible expansion - a base list of items everyone has 'seen'
  489.  
  490. Additional rule for McGuffins: Create a list of them for hardcovers. If it's been found by any party
  491.  
  492. member, it's available for use by the party. Only 1 of each McGuffin per table.
  493.  
  494. What this does: This gives everyone an equal amount of items they can acquire, regardless of if
  495.  
  496. they're at table of 3 or 7. It doesn't change the loot during the session. No more discussions at the
  497.  
  498. end of sessions of who is taking what item at all, no rolling for them. It doesn't invalidate the
  499.  
  500. treasure subheadings. It preserves flavor. You don't have to pick an item several levels in advance
  501.  
  502. of getting it.
  503.  
  504. Issues: One more item to log.
  505.  
  506. Depends on your point of view: Consumables are a bit more generic. Math might be more or less, not
  507.  
  508. quite sure.
  509.  
  510. Transition process: My assumptions are based on 5 people at a table, with content providing 1
  511.  
  512. permanent, tier appropriate item per 3 hours. Calculate your permanent points based on the 5/10/20/40
  513.  
  514. rule. If you're at the following level, this number is how many treasure points you should have. If
  515.  
  516. you have less, you now gain unused points to bring you to this total. If you have more, nothing
  517.  
  518. happens. This compensates people who have low MIC because they were trying to save for something.
  519. 1: 0
  520. 2: 0
  521. 3: 1
  522. 4: 4
  523. 5: 9
  524. 6: 14
  525. 7: 19
  526. 8: 26
  527. 9: 34
  528. 10: 44
  529. 11: 57
  530. 12: 65
  531. 13: 75
  532. 14: 86
  533. 15: 99
  534. 16: 114
  535. 17: 130
  536. 18: 151
  537. 19: 173
  538. 20: 200
  539.  
  540. 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.
  541. T1 character - 50 gold per point
  542. T2 character - 190 gold per point
  543. T3 character - 400 gold per point
  544. T4 character - 840 gold per point
  545.  
  546. A character built with DM Rewards only thus has the following gold at the end of each tier:
  547. T1 - 1450
  548. T2 - 14940
  549. T3 - 36940
  550. T4 - 58780
  551.  
  552. 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.
  553.  
  554. DM Quests - The following ones change. Apply them as-is in the month be transition if desired:
  555. Ritual of Divination
  556. Ritual of Scrying - .5 points
  557. Deja Vu - 1/2/3 points, .1 extra point per hour for players
  558. Bounty hunter - 1/.5 points
  559. Preceptor of Oghma - .1 point per participant per hour
  560. Acolyte of Oghma - If out of game, .5 points
  561. Zealot of Oghma - 3 points, 1 point, 2 points for the respective rewards
  562. Level Up! - .1 points X seasons X years
  563. Martyr for the Cause: 1 point for 4 hours, organizer gets 10 points
  564. Adventure Calls: Double DM Rewards, except DT, plus renown
  565. Slot 0: Double DM Rewards, plus Renown
  566. Fanged DM equivalent: 1 point
  567. Rotting DM Equivalent: 2 points
  568. Scaled Dm Equivalent: 4 points
  569. Withered Dm Equivalent: 4 points
  570. Jungle Guide Equivalent: 1 point
  571. Acererak's Harbinger Equivalent: 8 points
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