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Character Advancement: The Reason to Adventure

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BrokenMuse
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Post  Quest Lord Mon Nov 14, 2011 4:55 am

Naryzhud wrote:Reposting this here from the cockroach thread as i think it applies across the board...

For levelling stats;

How about have different cost ratings that can be applied to each attribute as appropriate. So "Standard" would be <40 1pt = 10xp, <50 1pt = 20xp etc, "High" would be <40 1pt = 20xp, <50 1pt = 40xp etc, "Low" would be <40 1pt = 5xp, <50 = 10xp, and so on. Then roaches would have Str at "Standard" but Vitality would be at "Low"... Just thinking having a standardized set of costs would save on a lot of writing stuff out.

So 1 Stat point would cost x xp dependant on how high the stat was and which tier of stats it is in.

<40 Stat<50 Stat<60 Stat<70 Stat<80 Stat<90 Stat<100 Stat
Low5101520253035
Average10203040506070
High20406080100120140


This makes sense. That said, we might need a very low, and a none option as well.
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Post  Naryzhud Mon Nov 14, 2011 3:24 pm

Yeah this was just a case of character advancement, these are the prices, some insects would have lower but that's the same price as <40...

If you have none, i think it might require special dispensation to start getting any points in the stat?
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Post  Naryzhud Tue Oct 14, 2014 1:53 am

Just been looking at the possibilities of social insects swarming as they level or being more powerful in the combat thread and wanted to explore the levelling thing a bit more here.

Since insects have massively different levels of ability, for the sake of balance it could be worth having certain classes "cost" an amount of xp to take. Campaigns starting at higher power levels would get less starting xp and existing characters could moult into them as they progress, perhaps with some prerequisites of skills they need first.

So a player wanting to be a Japanese hornet could start as some sort of wasp, but couldn't change from a beetle or even from a flightless wasp for example.
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