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#Post#: 2886--------------------------------------------------
New Campaign Rule Idea (Work in Progress) - Character Advancemen
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By: Okakouta Date: December 5, 2017, 10:30 pm
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Since the majority of the campaign (I imagine) will take place
within Suzail proper, I wanted to give several different options
for character advancement, as well as make earning gold feel
more useful. As I anticipate that earning gold will be a
slightly more integral part of the campaign, one of the first
things I'm suggesting is to introduce a type of "training fee"
for characters to level up. This fee encompasses largely costs
incurred by the trainer, as well as an material components,
membership fees, etc.
I don't have a great feeling for how much gold will get thrown
around for the time being, but a simple scale could work as
Level - Fee (gp)
1 - 0
2 - 150
3 - 300
4 - 550
5 - 1050
6 - 2000
Player Quests:
Another important part of character advancement is experience
gain. While I think our policy of using milestone experience
gain works rather well, I wanted to propose an additional method
for experience gain, which would be Player Quests. The Player
Quests would be medium-term goals (maybe attainable within a few
levels) which provide a concrete motivation and a point the
particular character can work towards. An example of this might
be to steal something worth over 1000 gp, put on your own
production of a play, or gain acceptance to a craftsman's guild.
In the case that a character managed to meet one of their
personalised Player Quests, the player will be rewarded with a
Feat of Strength.
Skills and Crafting:
For the most part, the skills listed on the character sheet do a
great job of providing an overview of the skills you might need
as an adventurer. However, beyond the ability to pick up new
skills, expertise, or increasing in level, you have no real way
to improve your skills. Additionally, these skills poorly
represent the other types of skills adventurers may have -
especially those living in a large city.
Relating directly to the profession your character selected at
Lvl 0, your character will be able to progress in class levels
as well as levels in their chosen profession. One core portion
of the campaign will be selecting activities to do while you're
not stealing from the nobility or killing necromancers in the
sewers. One of the activities will be to improve various aspects
of your profession (or even pick up a new one), as these
professions will provide benefits as well as opportunities to
your characters and the party.
Apprentices can build relationships with their masters, while
skilful craftsmen are able to sell their wares or better outfit
the adventuring company. Accomplished playwrights may choose to
sing the songs of the true heroes, or gain political notoriety.
Services to the public provide an excellent front for
adventurers which wish to remain unseen.
I'll be making another post with some more concrete ideas about
the crafting system and how it might work. One of the things
I'll be trying is to balance the use of time during the campaign
- maybe the players would all like to improve their crafting
skills, while it's known that in 3 days the leader of the Purple
Dragon Knights is throwing a ball, and a werewolf is feasting on
peasants in the lower districts. Alternative ideas for downtime
activities are also listed in Xanathar's Guide on page 125,
which are also great ways to spend down time!
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