| Subject: Notes on XP |
Author:
Bala
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Date Posted: 10:53:12 05/18/05 Wed
I've decided to make some changes to the way I've been giving out XP. Everyone that plays Faalor is a very good RP'er; it didn't make much sense trying to base a lot of your xp on how well you played your character. It also takes up a bit of my time that I could be using for other things to work out how much I should give players, so I've decided to automate much of the xp. Finally, because I anticipate a pretty long campaign, I needed a way to ensure level advancement will be on a nice even curve without people automatically gaining a level every week; I didn't want to get half way through the campaign with 10th level characters.
First, XP will primarily be trigger-based. That is, you get XP for getting someplace. You will get XP for entering a new level of a dungeon, finding a place to rest, for traveling a long distance, for getting past a trick, trap or monster. Most triggers will give a straight 1000 xp, but special ones will give you 1000 xp plus some xp based on skills and stats. This amounts to about 1 xp per stat point, weighted slightly toward int, chr and wisdom. This is to give magic-users just a little bit more xp to spend on item creation and will give you a very little bonus for gaining levels). On top of that you will get a small xp bonus based on your level (about 50 xp per level). Quest xp will also be trigger-based and will be a reward of 3-5000 xp for completion of the major leg of a quest. So, as you can see, using this system, the higher your level the more difficult it will be to gain a new level. Monsters will also drop xp, though I will set the slider to 5% or less--need to test that out some before I finalize the setting.
I will continue to give out xp rewards for good rp and problem solving, but they won't be as large or frequent.
On a side note: if your character dies, you may make a character that starts one level below the lowest level character.
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