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2010-02-12, 06:32 PM (ISO 8601)
- Join Date
- Aug 2005
- Location
Training as "Item Creation" For Non-Casters
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.
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2010-02-12, 06:42 PM (ISO 8601)
- Join Date
- Aug 2009
- Gender
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2010-02-12, 06:47 PM (ISO 8601)
- Join Date
- Feb 2008
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2010-02-12, 09:00 PM (ISO 8601)
- Join Date
- Aug 2005
- Location
Re: Training as "Item Creation" For Non-Casters
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2010-02-12, 09:06 PM (ISO 8601)
- Join Date
- May 2009
- Location
- Fl
Re: Training as "Item Creation" For Non-Casters
Complete Scoundrel already has a system to gain feats (junk ones that you only use for qualifications, but iron will and skill focus:know get you into a lot of stuff) and a few random abilites with the opportunity cost of magic items (you can purchase them with wealth by level) and visiting various places.
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2010-02-12, 09:37 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Redding, Ca
Re: Training as "Item Creation" For Non-Casters
Using extremely loose D&D math here.
1) The BoXD has a optional rule allowing those with the Vow of Poverty to create magical items by ONLY expending XP and not spending any GP (Since they can't get GP).
Conditioning - Permanent stat improvement.
Techniques - Permanently learning new feats.
Feats seem to run about 5,000gp (for feats like alertness/sunder) and skills have a direct formula.
400 xp for a feat seems kinda cheap to me. But if you required 400 xp for each feat and say 6 months of training then thats seems better. Or if its 400 xp for each basic feat and an additional 400xp for each feat requirement. Ex- Lets say you already have dodge, mobility, combat expertise and spring attack and want to train for whirlwind attack, then its 400 xp + 400 x(4 requirement feats)=2000 xp and takes 6 months to train for it. But even that still seems cheap....
Practice - This is the equivalent of a buff spell with a duration of several hours.
Tricks - This is the equivalent of a charged item like a wand or staff.
In addition you could always have a MAX that a person can know. Each different feat/trick/etc.. could be based on a stat and they could learn an additional amount of powers/feats/tricks based on that stat.Last edited by Splendor; 2010-02-12 at 09:38 PM.
Always attack a man’s strengths, No one ever expects you to attack the strongest part of the fort. Up the middle that’s where the action is. And it’s the same in life. Don’t run away, attack them head on as their coming at you at full speed. Because that my friend is living.