Character Advancement

Post/Author/DateTimePost
#1

runreallyfast

Sep 05, 2008 3:07:55
I want the characters in my campaign to improve after every single session of play, because we've been doing that for years, and it's what we enjoy. However, I'm not looking to have them go up a level every week; instead, I'm looking for an incremental approach.

To this end, I am going to switch over to a system in which characters get to 'buy' their improvements from a list, using their experience points. I have decided to treat each group of two levels as being one list, for a couple of reasons:

First, it will make encounter planning easier. In this system, a character who has earned 400 experience points is going to be mechanically better than a character who has 0 XP; and, if I can get a decent valuation on the relative values of the things my characters can learn, there ought to be a smooth ramp of power going up to 3rd level, which will allow me to work out things like XP budgets more fairly.

Second, there just isn't that much stuff to choose at the odd numbered levels, and I don't think it's going to break the game if some players choose to buy their third level encounter power before any of the stuff they would normally get for going up to second level.

So, that said, here's my very work-in-progress list of costs for level 2 and level 3:

Encounter Power (3rd level) - 500 XP
+1 to Hit - 320 XP
Utility Power (2nd level) - 250 XP
+1 AC - 200 XP
Feat - 200 XP
+1 Reflex defense - 60 XP
+1 Will Defense - 60 XP
+1 Fortitude Defense - 60 XP
+1 Skill bonus - history, religion, & arcana - 40 XP
+1 Skill bonus - acrobatics, athletics, endurance, & heal - 40 XP
+1 Skill bonus - bluff, diplomacy, insight, & intimidate - 40 XP
+1 Skill bonus - nature, dungeoneering, & perception - 40 XP
+1 Skill bonus - stealth, streetwise, thievery - 40 XP
+1 Initiative - 40 XP
1 HP (controller HP base) - 45 XP (8 HP available)
1 HP (striker/leader HP base) - 36 XP (10 HP available)
1 HP (defender base) - 30 XP (12 HP available)

The experience works out to 2250, which is a third level character - but have I left anything out? Do the relative costs seem like they're in the ballpark? Are there glaring abuses that I'm just not seeing?

A character has to take everything on the list before they move on to the next list, so it's not as if characters are going to be very different at any point than standard advancement characters would be, just a little more customized...

Anyway, feedback would be, as always, most welcome!
#2

Neutronium_Dragon

Sep 05, 2008 5:10:54
I don't think this sort of thing is going to work very well in the context of 4E, to be honest.

But you've also got a problem: Controllers are getting charged more per level than strikers, who pay more than defenders. 4E has everyone advance equally.
#3

runreallyfast

Sep 05, 2008 5:15:19
But you've also got a problem: Controllers are getting charged more per level than strikers, who pay more than defenders. 4E has everyone advance equally.

Actually, each of these characters would spend 360 XP to get all of their hit points; controllers pay more per hit point because they have fewer hit points, not because they are being charged more.
#4

royalfa

Sep 05, 2008 14:11:59
Hi there

Keeping and eye in the Hp and making all balanced I suggest this:

"Pocktes" of Hp each one costing an fixed amount:90 Xp dont matter the role
If you thinks of "expending Xp" as gaining abilities or resurses per training, studing, meditation, etc. Then each role has more focusing in something than other role and best learnig curve in a things than in others.
Then, the first 2 times the PCs "train" in Hp the recive +2 Hp no matter his role. The third and four time (90 Xp multiply by 4 equals 360 Xp) Then the controllers dont learn any new stuff, they still recive +2 Hp but the Striker/Leader gains +3 Hp and the defender +4 HP

Train, Maditate or Study.
90 Xp per Pocket

1st +2 Hp Base
2nd +2 Hp Base
3rd +2 Hp Controller +3 Hp Striker/Leader +4 Hp Defender
4th +2 Hp Controller +3 Hp Striker/Leader +4 Hp Defender

Controller total: +8
Striker/Leader total: +10
Defender total: +12

This way the amount of Xp is the same but not everyone learn the same "way" (or put the same interest on it)
#5

countesskathleen

Sep 06, 2008 3:06:52
That's quite a bit of work, you had to do to come up with those tables and it's probably not going to get easier at higher levels. Granted that neither me nor my players would enjoy such kind of custom leveling if that's how you like to play it, have a go.

However if you are looking out for alternatives to getting better every session, consider the following:

Characters already improve gradually by adding and replacing magic items they find among treasure.
You could rule that at the start of every session characters are allowed to retrain as if they had just reached their current level. Although they might not technically be getting better (unless you have some serious optimizers at your table), they still get to try out something different with their builds every evening.

On a side note, I doubt that custom-advancing will make your encounter planning easier. I expect, that there will be significant differences between characters who choose hit points first and those who pick powers first. A first level character with a level 3 encounter power might have much more offensive capability as one who picked his hitpoints and +1 AC for instance. This will get even more rough when you get to levels 4 and 5 where a new daily power is to be gained.