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       #Post#: 2886--------------------------------------------------
       New Campaign Rule Idea (Work in Progress) - Character Advancemen
       t
       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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