Albions_Angel
2016-08-20, 02:56 AM
One feature of our games is that no one crafts anything. This is down to a 3 part problem. The first is time. We often dont have much down time. Our campaigns are story driven. But every now and then (every couple of sessions, about once a level after about level 4 to about level 11, more per level after that) we get a couple of weeks off in game terms. I seek to change this by having a more player driven adventure.
The second is money. We are loot heavy, money light. Things sell for half their value. Usually there is something for everyone in the loot. Yay us. But it sucks if you want to change things up of have a build in mind. I seek to change this by having bigger rewards and money loot.
The third is XP. We all like to level up together. Crafting prevents us from doing that. Sure, the rogue disarming a trap earns a little extra, while jokes and interesting roll play will net you 10 or 20 xp, but no one is going to be outleveling the others that way. But if the wizard slips off to make some wands, or some items, or something, well that wizard is coming back most of a level behind everyone else and with no way to catch up outside of xp offsets. And our games are low op enough that the wiz is then at a significant disadvantage until the extra xp they get from encounters pulls them up. Its also annoying as all hell.
I want to ditch XP. I want people to craft their own stuff. Or have it crafted for them. I was wondering though, do I need to increase the money cost of crafting to compensate, or just kill the xp component?
The second is money. We are loot heavy, money light. Things sell for half their value. Usually there is something for everyone in the loot. Yay us. But it sucks if you want to change things up of have a build in mind. I seek to change this by having bigger rewards and money loot.
The third is XP. We all like to level up together. Crafting prevents us from doing that. Sure, the rogue disarming a trap earns a little extra, while jokes and interesting roll play will net you 10 or 20 xp, but no one is going to be outleveling the others that way. But if the wizard slips off to make some wands, or some items, or something, well that wizard is coming back most of a level behind everyone else and with no way to catch up outside of xp offsets. And our games are low op enough that the wiz is then at a significant disadvantage until the extra xp they get from encounters pulls them up. Its also annoying as all hell.
I want to ditch XP. I want people to craft their own stuff. Or have it crafted for them. I was wondering though, do I need to increase the money cost of crafting to compensate, or just kill the xp component?