I must admit, the last few years I've felt a little lazy about Xps. I keep a very rough idea of what things our group does to earn Xps (only 1/2 of it is from fighting) and let the whole group level when it seems right. In the past when there was seperate level-up numbers for the classes we would do individual xps where players took turns going over the cool things they did and I would pencile em on scrap, add em up, add combat xps, and tell the player the total right then. No extra...
View full commentI must admit, the last few years I've felt a little lazy about Xps. I keep a very rough idea of what things our group does to earn Xps (only 1/2 of it is from fighting) and let the whole group level when it seems right.
In the past when there was seperate level-up numbers for the classes we would do individual xps where players took turns going over the cool things they did and I would pencile em on scrap, add em up, add combat xps, and tell the player the total right then. No extra planning time used. It usually took 5-10 minutes at the end of a session, but it was a great recap that helped us all remember what happened that day. It did, unfortunately, reward the more agressive folks though, but it was still fun. I think if every class uses the same numbers to level (good idea) using idividual awards can be problematic. "Hey, he raised to 4th level, but I didn't?!" So we'll probably keep being lazy. Ha!
Individual experience causes friction whether spoken or unspoken. Why did Johnny get a reward for roleplaying? Why did the striker get more experience for killing stuff, and is not a healer valuable? It also sucks when the party's levels start to spread. Better to give minor magical items as rewards for dedicated or meritorious play. Detailled group experience causes mathematically induced headaches. Levelling up arbitrarily can cause some players not to care. I now prefer...
View full commentIndividual experience causes friction whether spoken or unspoken. Why did Johnny get a reward for roleplaying? Why did the striker get more experience for killing stuff, and is not a healer valuable? It also sucks when the party's levels start to spread. Better to give minor magical items as rewards for dedicated or meritorious play.
Detailled group experience causes mathematically induced headaches.
Levelling up arbitrarily can cause some players not to care.
I now prefer arbitrarily experience cunningly disguised as appropriate awards of lump sums of group experience.
Im going to go out on a limb here and say we will not see multiclassing in D&Dnext. There is already a mechanic built in for creating an individualized character that is different than every other character of the same class he/she meets; this is the Theme/Background system. Under that knowledge I doubt that we will even see such a break-up among the different classes we will be able to chose from (ie. going back to the classic fighter, cleric, rogue, and wizard), we will just see an...
View full commentIm going to go out on a limb here and say we will not see multiclassing in D&Dnext. There is already a mechanic built in for creating an individualized character that is different than every other character of the same class he/she meets; this is the Theme/Background system.
Under that knowledge I doubt that we will even see such a break-up among the different classes we will be able to chose from (ie. going back to the classic fighter, cleric, rogue, and wizard), we will just see an amazing array of choices to customize our characters in their BG and Theme in order to fit the base idea of the different classes we have come to know and love. An example is the Cleric of Moradin; he is as much a paladin as I have ever seen, defending his party with the ability to heal and smite in the same turn (Totaly Paladin Bro).
This is how I ruled armor's effect on Sneak. A player gets the DEX modifier that the armor provides when attempting to make a sneak check. If the armor provides no Dex bonus (i.e. heavy) then you are at a disadvantage on your dex roll. This efectively means you have no penalty with light armor, a -(1-2) on sneak with medium armor, and at disadvantage with Heavy. Does this make more sence to you guys than the Medium and Heavy provides disadvantage to sneak.
View full commentThis is how I ruled armor's effect on Sneak. A player gets the DEX modifier that the armor provides when attempting to make a sneak check. If the armor provides no Dex bonus (i.e. heavy) then you are at a disadvantage on your dex roll.
This efectively means you have no penalty with light armor, a -(1-2) on sneak with medium armor, and at disadvantage with Heavy.
Does this make more sence to you guys than the Medium and Heavy provides disadvantage to sneak.
This is character sheet 2, most of the layout changes were made to this sheet. Some of the most obvious add ons are the Armor & Equipment Section and the HPG/LvL section. These provide a more obvious record than just filling in a static "total" on the first page. Let me know what you think.
This is character sheet 1, most of the changes were made to this sheet, Some basic math issues with the Quarterstaff and Spell Atk value were adressed. Leave a comment if you notice somthing i didn't. Thanks so much.
Human; 2 CHA, 1 all others--Wizard 1 INT
Base: INT15, CHA14, DEX13, CON12, CHA10, STR9
AC: 12 HP: 5
Str:10 Con:13
Dex: 14 Int:17
Wis: 11 Cha: 16
Signature Spell: "Jim's" Magic Missile: 2d4 4
Dual Cast: 2x "Jim's" Magic Missile:4d4 8
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HP: 13
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