Post by kwll on Jan 10, 2013 11:30:32 GMT -5
The topic of level advancement in 7.x vs 5.x has been debated here to death, and it seems that each have his promoters and detractors. One common point of view (which I share) is that the newer system is simpler to apprehend, and permits a more fluid way to improve a character. On the other hand, the way levels are computed makes the attributes values go very high very quickly, which, to put it mildly, changes radically the game. The previous system, on the other hand, had a more harmonious way of making the character go higher in levels, even though at higher level it could take a tremendous amount of time between two level advancements.
I was thinking about this problem yesterday, and came up with an idea which I found so simple that I was suprised I did not come up with it earlier. Why not take the problem from the other side, and determine levels by tallying the number of attribute improvements? Here is a simple table, built from this idea by simply adding the new level number to the previous tally value at each level (starting from 0):
There probably is a simple math formula wich sums up the whole table in one line, but you get the picture. The idea is to say: "I am at level 5 if I improved my attributes 14 times since I started adventuring". So one would simply keep the count of improvements on his character sheet, in addition to APs. Each individual attribute improvement would be performed by spending APs as per 7e rules. This could be modified, for example, by making LK improvements half as expensive as the other attributes, in the spirit of 5e advancement (especially if you use a LK spending house rule).
I have found that using a x100 multiplier (as in the original 7th edition) to compute the number of APs to spend to improve an attribute makes the progression quiet similar to 5e. To make it even closer, double that every four levels (that's x100 for elevels 1-4, x200 for levels 5-8, x400 for levels 9-12 and so on).
Is this idea too wacky, are does it appeal to some?
I was thinking about this problem yesterday, and came up with an idea which I found so simple that I was suprised I did not come up with it earlier. Why not take the problem from the other side, and determine levels by tallying the number of attribute improvements? Here is a simple table, built from this idea by simply adding the new level number to the previous tally value at each level (starting from 0):
Level | Attribute improvements tally |
1 | 0 |
2 | 2 |
3 | 5 |
4 | 9 |
5 | 14 |
6 | 20 |
7 | 27 |
8 | 35 |
9 | 44 |
10 | 54 |
etc. |
There probably is a simple math formula wich sums up the whole table in one line, but you get the picture. The idea is to say: "I am at level 5 if I improved my attributes 14 times since I started adventuring". So one would simply keep the count of improvements on his character sheet, in addition to APs. Each individual attribute improvement would be performed by spending APs as per 7e rules. This could be modified, for example, by making LK improvements half as expensive as the other attributes, in the spirit of 5e advancement (especially if you use a LK spending house rule).
I have found that using a x100 multiplier (as in the original 7th edition) to compute the number of APs to spend to improve an attribute makes the progression quiet similar to 5e. To make it even closer, double that every four levels (that's x100 for elevels 1-4, x200 for levels 5-8, x400 for levels 9-12 and so on).
Is this idea too wacky, are does it appeal to some?