So I was tossing and turning today,
trying to get to bed and I was thinking about experience gain within
groups. How should you balance experience point gain among high level
and low level characters so the top level guys don't outpace the low
level guys, but you can still have varied power levels within a
single party? Mentors and apprentices and all that are great for RP.
But since I'm using a sort of dungeon
goal system; completing a dungeon grants XP equal to its 'dungeon
level', which is just a general DM appointed rating of the dungeon's
general deadliness. You need dungeon XP equal to your level to level
up to the next one.
I started to count up XP needed to get
to higher levels and I JUST realized that I made an error on my last
post! I stated that sending a level 1 character through a level 10
dungeon would make them level 4, which was wrong. It would actually
make them level 5! 1 for first level, 2 for second, 3 for third, and
four for fourth, which you would then be level 5. God dammit.
But what this ended up doing in the end
was determining how much XP would be needed to catch up to a higher
level character starting from first level. I'm sure you could write a
graph/function for this but I'll just do it the long way instead.
Dungeon lvl. | New character's level | New levels to | Old character's lvl | Old levels to |
10
|
1
|
5
|
10
|
11
|
11
|
5
|
7
|
11
|
12
|
12
|
7
|
8 with 5/8
|
12
|
13
|
13
|
8 with 5/8
|
10 and 1/10
|
13
|
14
|
14
|
10 and 1/10
|
11 and 5/11
|
14
|
15
|
15
|
11 and 5/11
|
12 and 9/12
|
15
|
16
|
16
|
12 and 9/12
|
14
|
16
|
17
|
17
|
14
|
15 with 3/15
|
17
|
18
|
18
|
15 with 3/15
|
16 with 6/16
|
18
|
19
|
19
|
16 with 6/16
|
17 with 13/17
|
19
|
20
|
20
|
17 with 13/17
|
18 with 16/18
|
20
|
21
|
Based on this chart, it seems you
always lag just a few levels behind. Maybe that's fine, or maybe you
could grant an occasional bonus for low level characters in high
level dungeons, a bravery bonus if you will. Or let them go through
the dungeon after declaring “I won't use a weapon!” and if they
follow it they get an experience bonus just like Fable. Here's a
table of them now.
You must announce
these in a public place. If you break the boast, you do not gain the
bonus experience and you can NEVER take the same boast again. If
people find out you broke your boast, you'll be humiliated. Whenever
you meet an arrogant group of rival adventures, roll on one of this
as a table instead to see what compromising oath they took to show
off.
Worth 1 Point – 1d6
Arrogant Boasts
[1] Go into
the dungeon with one hand tied behind your back. Cannot duel wield,
use a bow, reload a crossbow, or use a shield while doing this boast.
[2]
You cannot use any ranged weapons, throw any weapons, or cast ranged
spells. Spears and whips are a gray area, don't use any that are too
long or you'll fail the boast.
[3]
Vow of Silence. Can only point and gesture, no speaking aloud. This
usually also includes being unable to cast spells or scrolls; but if
you're feeling generous save vs magic to cast silent spells.
[4]
Intentionally annoy, pester, and taunt the first group of intelligent
creatures you come across (give yourself -3 to reaction check). If
you don't do it to the first group, you fail the boast.
[5]
Use only an improvised weapon if you're a fighting class, like a fire
poker or a brick. If you're playing as a Wizard or Thief you cannot
take this.
[6]
Perform this dungeon while riding a palanquin, carried by your
retainers. You move as mildly encumbered at all times and your
retainers get -2 morale if attacked directly by enemies. If you touch
the ground at any time during this dungeon you fail the boast.
Worth 3 Points
– 1d4 Suicidal Boasts
[1]
Go into a dungeon known for an elemental theme (fire dragon cave,
yeti ice cave, etc.) covering yourself in things that make you
susceptible to that element. Drench yourself in lamp oil, cold water,
strap a lightning rod to your back, etc. Must reapply each time it
comes off.
[2]
You cannot wear any armor or magical protections. Base AC + Dexterity
modifier is all you get. If you're a Wizard, you can't use any
defense/shield spells on yourself.
[3]
You must hug the biggest monster in the place. Creature with the
highest HD in the place, must wrap your arms around it for at least 3
rounds without attacking. If it knocks you off you have to restart
the counter. If the creature dies before you hug 3 consecutive rounds
you fail the boast.
[4]
You must go first in each hallway and doorway, you are not allowed to
check for traps or use a 10ft pole ahead of you, or any spells to
help you detect traps.
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