rycanada said:
See the response to Vrecknidj, above.
Ah. Well, when the players and the DM are on the same page, it's hard to go TOO terribly wrong. It sounds like you're laying it all out for them, and talking about it intelligently. Since that is the case, the odds are pretty good that you and your players will discuss any issues that arise, or problems, and you will have first-hand knowledge and experience with those issues. Sounds like you've moving in the right direction, and to be quite honest, your playtesting of these proposed ideas will probably be more fruitful than anything I offer you here.
I'll offer my comments, anyway, but I think the best possible way to know will be to play it out. I hope, once you get six or eight months into your system, you post a follow-up to this thread, and let us know how it went. I'd personally be very interested to hear it, and if you don't post it, please shoot me an email at
molonel@yahoo.com
I'd like to hear about it.
rycanada said:
This is the stuff I don't understand - why are all the feats like Item Creation? I thought the problem with Item Creation was how it hurt wizard characters relative to the rest of the party. I can see how my spell purchase rules do that, but not for the rest of the system. My players seemed to think this would get them to do more role-playing purchases, since they knew they could always get another feat later.
Well, again, when you and your players are on the same page, I guess that is really the best indicator.
In practice, item creation feats really don't HURT anyone, especially if you allow them to create commissioned items for NPCs at book cost. An artificer (anyone with item creation feats) effectively doubles the value of their treasure. That's a big bonus. Most players lose XP if they are killed and raised from the dead, or resurrected. Someone who is creating items loses XP, and gets paid for it. Not a bad trade-off.
The reason I compared the two was because now gaining feats and skills burns XP.
rycanada said:
Now, as a related point, do you think my xp values for feat, skill, and stat purchases are set too high?
There are too many variables to answer that intelligently. That depends entirely on the XP they gain from combat encounters, and the rate of advancement. Playtesting will reveal more than I can say.
rycanada said:
Again, I think I'm missing something here. Indefinitely?
I didn't have QUITE as much information about how much your players are into the development of this concept. Scratch that question.
rycanada said:
Hmm... I was already... doing that? We were pretty much down to PHB, DMG, and MM, but the problems were cropping up at higher levels, not because players had access to things I didn't like. Of course, when I put in this new restriction, I'll open up the splatbooks for feats and spells, because I don't want to crush their customizability. But they weren't in before.
It really sounds like you've thought this idea, and its consequences, rather thoroughly. I've spent a little more time reading your description, and thinking it through. You have (a) legitimate design reasons for implementing it, (b) your players agree with it and understand it, and (c) it seems for all intents and purposes to work.
rycanada said:
Yeah, this is true of me, as well. But I think we're talking past each other - I don't have any problems with players outsmarting my encounters (If I did, I'd have packed it in a long time ago). But what keeps my games from happening every weekend is the time it takes for me to provide the kind of challenges that keep _them_ on their toes, which increases dramatically in the mid-to-high level range.
You're probably right. I think I was talking past the real issue.