Post by Yakumo on Jul 11, 2008 18:19:04 GMT -5
I'd like to use this thread to point highlight other leveling up systems that DMs have developed here and provide a place of discussion for everyone to put in their input to help fine tune them or make suggestions as to what they seem to be lacking.
I know TheUdjat had his own distinct powering up system for Dark Sun that I'd like to see him explain. And I believe he was looking to develop one for Mutants and Masterminds.
Vemu has a leveling up system in place for Renascimento that involves powering up at the end of each 'chapter' of the game. During this time Vemu has kept track of each Skill use, unique and number of time, and each player is given a set number of points to add to these skills. His homebrew has no Rank limit so a person may start with a dozen ranks in a skill if he wishes. In addition to this, vemu allows players to pick between a feat/ability of the players choice (sin Toughness since HP is a valuable resource here) or a special ability that he creates based upon their character's actions during the chapter. These abilities can be skills from another class, Such as a warrior with the inspire courage ability, or Core Ability bonus to Charisma.
One thing that is good about this system, I believe, is that it makes a much more personal attachment to the development of your character. There are no 'dead' levels where you get nothing and are unsatisfied with your advancement. Even though my character was only in the game for a few posts, I was torn between abilities that Vemu had creatively put together, even before the game had started.
A detraction in what I have seen so far is the difficulty of raising saving throws. I know one chapter has ended with the ability to ad points to your Reflex save, but only after it was a life saving save to have.
Personally i'm thinking of doing a little homebrew on my CofC game that is going on right now because of the small number of players in a very deadly game. On top of adding more lulls in which the Characters can Roll to level up skills used. I'm thinking about integrating the "Special Abilities" of Rena. if I can think of fair ways to implement them. On top of that, Many of the skills are only allow 1 roll attempt to level up in the lull. Im thinking of making it either that you get more than 1 check per skill (since a player will be using rifle or something more often than others) but the increases will be smaller (d6 or 5 instead of d10). Or I'm trying to think of a way that players will be able to allocate a certain number of skill points to distribute as they will to skills they have used (to show gaining experience).
So if you have any systems you are batting around ideas for post them. Or just Add your compliments, critiques, and suggestions to those that already have something working.
I know TheUdjat had his own distinct powering up system for Dark Sun that I'd like to see him explain. And I believe he was looking to develop one for Mutants and Masterminds.
Vemu has a leveling up system in place for Renascimento that involves powering up at the end of each 'chapter' of the game. During this time Vemu has kept track of each Skill use, unique and number of time, and each player is given a set number of points to add to these skills. His homebrew has no Rank limit so a person may start with a dozen ranks in a skill if he wishes. In addition to this, vemu allows players to pick between a feat/ability of the players choice (sin Toughness since HP is a valuable resource here) or a special ability that he creates based upon their character's actions during the chapter. These abilities can be skills from another class, Such as a warrior with the inspire courage ability, or Core Ability bonus to Charisma.
One thing that is good about this system, I believe, is that it makes a much more personal attachment to the development of your character. There are no 'dead' levels where you get nothing and are unsatisfied with your advancement. Even though my character was only in the game for a few posts, I was torn between abilities that Vemu had creatively put together, even before the game had started.
A detraction in what I have seen so far is the difficulty of raising saving throws. I know one chapter has ended with the ability to ad points to your Reflex save, but only after it was a life saving save to have.
Personally i'm thinking of doing a little homebrew on my CofC game that is going on right now because of the small number of players in a very deadly game. On top of adding more lulls in which the Characters can Roll to level up skills used. I'm thinking about integrating the "Special Abilities" of Rena. if I can think of fair ways to implement them. On top of that, Many of the skills are only allow 1 roll attempt to level up in the lull. Im thinking of making it either that you get more than 1 check per skill (since a player will be using rifle or something more often than others) but the increases will be smaller (d6 or 5 instead of d10). Or I'm trying to think of a way that players will be able to allocate a certain number of skill points to distribute as they will to skills they have used (to show gaining experience).
So if you have any systems you are batting around ideas for post them. Or just Add your compliments, critiques, and suggestions to those that already have something working.