Lysander
2010-02-12, 06:32 PM
Here's a concept I wanted to run by here before making anything specific on the homebrew forum.
Right now casters can use up their xp to create magic items or perform certain powerful spells. Non-casters basically just use xp to gain new levels. What if non-casters could spend xp to buy special feats or abilities apart from their normal class abilities? The xp cost would represent time and effort spent learning these abilities.
Right now I have four broad ideas:
Conditioning - Permanent stat improvement. Training your body or mind through exercise, mental puzzles, etc. This would bear a high xp cost.
Techniques - Permanently learning new feats or gaining new skills. This would bear a high xp cost.
Practice - This is the equivalent of a buff spell with a duration of several hours. By spending an hour and a small amount of xp practicing, for the next 24 hours you receive a competence bonus to that specific action or temporarily improve one specific stat while the practice is still fresh in your mind.
Tricks - This is the equivalent of a charged item like a wand or staff. A trick is a one time insight bonus to a single action, or temporarily gaining the benefit of a feat you don't have for a single round. It's noticing something about that specific situation that helps you excel. Different bonuses would bear different xp costs. You can choose to spend xp for a trick on the spot, allowing a non-caster to gain a bonus whenever needed.
Right now casters can use up their xp to create magic items or perform certain powerful spells. Non-casters basically just use xp to gain new levels. What if non-casters could spend xp to buy special feats or abilities apart from their normal class abilities? The xp cost would represent time and effort spent learning these abilities.
Right now I have four broad ideas:
Conditioning - Permanent stat improvement. Training your body or mind through exercise, mental puzzles, etc. This would bear a high xp cost.
Techniques - Permanently learning new feats or gaining new skills. This would bear a high xp cost.
Practice - This is the equivalent of a buff spell with a duration of several hours. By spending an hour and a small amount of xp practicing, for the next 24 hours you receive a competence bonus to that specific action or temporarily improve one specific stat while the practice is still fresh in your mind.
Tricks - This is the equivalent of a charged item like a wand or staff. A trick is a one time insight bonus to a single action, or temporarily gaining the benefit of a feat you don't have for a single round. It's noticing something about that specific situation that helps you excel. Different bonuses would bear different xp costs. You can choose to spend xp for a trick on the spot, allowing a non-caster to gain a bonus whenever needed.