| Post/Author/DateTime | Post |
|---|---|
| Beerwolf01-27-06, 06:18 PM | Okay. It's been awhile since I have played Dungeon and Dragons. My last time was using 1st Edition rules. I've purchased the 3.5e editions of Players Handbook and Dungeon Master Guides. My question has to deal with player character advancement. The Dungeon Master Guide gives some examples on Skill and Feat costs, but that's it. I'm used to the old rules of (Level of the character x 1500) = gold pieces needed to advance. So help, what formulas and techniques are out there to use .... |
| Bartok01-27-06, 07:11 PM | It no longer costs money to go up a level. Forget about it. If you'd like some RP to the process, ask your players to mention what they are doing to train during down time in the campaign. |
| olshanski_home01-27-06, 08:46 PM | All characters advanced the same rate: A 6th level wizard requires just as many EXP to advance to 7th level as a 6th level rogue. Multiclass characters do not advance at the same time, they pick whatever class they want, whenever they want. A 6th level mage that advances to 7th level can choose that 7th level to be as a mage, rogue, cleric, or fighter. Experience points are earned based on tables given around page 37 or so of the DMG. This is an odd sliding scale. In 1st edition, an orc was worth the same EXP regardless of who fought it. In 3.5 edition, it is worth different amounts of experience depending on the level of the characters fighting it. Very high level characters get zero experience for fighting orcs. You get no experience for finding treasure. You get experience for overcoming a trap. A trap will have a CR (just like monsters), and the CR determines how much experience you get. If you encounter a trap, and get hit by it and damaged, you still get full experience. If your cleric turns undead and destroyes them, the party still gets experience for overcoming them. If only one person kills the creatures, everyone shares experience. If only one person negotiates a peace treaty, everyone shares experience. If only one person disables a trap, everyone shares experience. Based on the sliding scale for experience rewards in the DMG, it is possible for lower level people to slowly catch up to higher level people. Therefore, if a character dies, (and needs to be raised), he isn't permanently behind the rest of the party. Going with the experience rewards, he should catch up with his companions in 3-5 sessions. |