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Arnold
Posts: 134
Joined: Mon 06 Nov 2017, 20:06

Re: Spending XP

Fri 16 Nov 2018, 14:43

Actually, the rules for spending XP say that it costs 3, 6 and 9 XP to raise a talent to Level 1, 2 and 3. With the cool benefits from each level, that is totaly fine for me. 
But the XP costs for skills are 5, 10, 15, 20 and 25 for the levels 1, 2, 3, 4 and 5. As you simply get one more dice with each skill level, the costs feel much to high.
If i were a player, my character would get every skill to level one, after that i would spend them in as many talents i can get my hands on. And for sure, every starting character will have 2 or 3 skills on level 3 only for the costs.

So, i think i will houserule the skillcosts. Level 1-3 cost only 5 XP each, 4-5 cost 10 XP each. It is not so easy to become a master in a skill.
 What di you think about that? 
 
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Gaddeborg
Posts: 258
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Re: Spending XP

Sat 17 Nov 2018, 01:03

So, i think i will houserule the skillcosts. Level 1-3 cost only 5 XP each, 4-5 cost 10 XP each. It is not so easy to become a master in a skill.
 What di you think about that? 
I will use for skills: 10 xp per skill level 1-3, 20 xp for level 4, and 25 xp for level 5. 

For talents: 5 xp for level 1 and 2, and 8 xp for level 3. 

This will give the same cost in the end as RAW, but avoid the optimization problem that you otherwise get with character creation and later xp-gain. And also to avoid that people shop up lots of talents at level 1 just because it's cheap. 

This is about the only house rule I will use, otherwise the game seems almost perfect RAW. 
 
Maliloki
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Joined: Tue 30 Jan 2018, 18:35

Re: Spending XP

Sat 17 Nov 2018, 17:46

How many experience points are players getting per session on average?
 
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Fenhorn
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Re: Spending XP

Sat 17 Nov 2018, 18:26

How many experience points are players getting per session on average?
My players have earned 3-5 xp per session. My players have not done anything regarding strongholds or done anything remotely heroic.
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Rymdhamster
Posts: 297
Joined: Sat 11 Jan 2014, 16:40

Re: Spending XP

Sun 18 Nov 2018, 11:21

Actually, the rules for spending XP say that it costs 3, 6 and 9 XP to raise a talent to Level 1, 2 and 3.
The disscussion is nearly a year old, a lot has changed since the Alpha-realese =D

As for the price of skills, they are a bit high. But I think that is a good thing. By buying talents instead your character grows more specialised, with one figther prefering axes and another swords.

Leaving skills something you mostly invest in once you have a pretty experienced character, and then the high price means you can keep earning XP for a long, long time before you run out of things to spend it on.
 
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lupex
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Re: Spending XP

Sun 18 Nov 2018, 12:07

So, i think i will houserule the skillcosts. Level 1-3 cost only 5 XP each, 4-5 cost 10 XP each. It is not so easy to become a master in a skill.
 What di you think about that? 
I will use for skills: 10 xp per skill level 1-3, 20 xp for level 4, and 25 xp for level 5. 

For talents: 5 xp for level 1 and 2, and 8 xp for level 3. 

This will give the same cost in the end as RAW, but avoid the optimization problem that you otherwise get with character creation and later xp-gain. And also to avoid that people shop up lots of talents at level 1 just because it's cheap. 

This is about the only house rule I will use, otherwise the game seems almost perfect RAW. 
Doesn't this just limit when a player can spend xp? My players enjoy buying some.of the basic talents early, such as fearless, to rank one then will move on to skills and flip between the two depending on their character build.

Forcing them to save up 10 xp to increase a skill at level one will definately limit character growth.
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Arnold
Posts: 134
Joined: Mon 06 Nov 2017, 20:06

Re: Spending XP

Sun 18 Nov 2018, 13:22

@ Rymdhamster

I think i have looked at the actual rules which are in the players handbook ...
 
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Rymdhamster
Posts: 297
Joined: Sat 11 Jan 2014, 16:40

Re: Spending XP

Sun 18 Nov 2018, 14:39

@ Rymdhamster

I think i have looked at the actual rules which are in the players handbook ...
Yeah, exactly. The last reply before yours was made back in January, when I believe it was still the alpha release of the players handbook that was current. So at the time of the discussion, the actual rule was that each level of a talent just cost a straight 3 XP. So 9 XP would have given you all three tiers.

The price for the skills didnt increase either, though. Just a straight 5 XP for an increse.
 
Rasmus
Posts: 79
Joined: Mon 27 Aug 2018, 18:20

Re: Spending XP

Mon 19 Nov 2018, 14:06

To keep it simple I set xp cost at 5 for skills and talents. This makes the cost for lvls 1-3 the same (5, 10, 15). You still have an incentive to get a talent that gives you +1 to a skill on tier 1 for 5xp instead of raising the skill above 1 for 10 or more xp.

Talents gives you cool abilities with a narrower scope, skills are broader. Skills on 4 or 5 becomes ”master levels” reserved for those that really want to excel.
 
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Gaddeborg
Posts: 258
Joined: Tue 18 Feb 2014, 17:40

Re: Spending XP

Mon 19 Nov 2018, 15:17

So, i think i will houserule the skillcosts. Level 1-3 cost only 5 XP each, 4-5 cost 10 XP each. It is not so easy to become a master in a skill.
 What di you think about that? 
I will use for skills: 10 xp per skill level 1-3, 20 xp for level 4, and 25 xp for level 5. 

For talents: 5 xp for level 1 and 2, and 8 xp for level 3. 
Doesn't this just limit when a player can spend xp?  My players enjoy buying some.of the basic talents early, such as fearless, to rank one then will move on to skills and flip between the two depending on their character build.

Forcing them to save up 10 xp to increase a skill at level one will definately limit character growth.
The problem is that there is no increasing skill cost at character creation. If you buy 8 skills at lvl 1 (cost: 40 xp)  to make a all-round-character (with the plan to use xp to increase skills over 1 in play), you lose a lot of xp:s. To buy 3,3,2 (cost: 75 xp) in your most important skills from start and later make your character all-round by buying lots of 1:s with xp in play works good however. There is also a problem with the increasing talent-cost, but this is not so many xp:s so not as important. 

In my group, some like to make all-round characters (farmer-kid with a sword that goes out into the world and becomes a hero) and some like specialised characters (fighting sword-monk that goes out and learn about the world). I don't wan't any of the concepts to be rules-wise better than the other, but RAW gives a big xp-advantage to the sword-monk type. 

For us, I think that 10 xp:s for skills will be good so that the characters get relevant talents first. And also to not get too fast advancement, it's nice when the dice pools are relatively small.    

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