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Dragon | - | - | - | Dragon 35 |
The basic Advanced Dungeons & Dragons
experience system
equates 1 gold piece with 1 XP; however, the way in
which that experience point is gained by the character is where my
system differs from that of AD&D.
I contend that the actual award comes from “buying” an experience
point for 1 gold piece (plus or minus a few silver pieces) via the
act of
training instead of just giving characters a point because they defeat
a
monster who has 1 gold piece in his treasure.
The complete system,
detailed below, has a number of optional treatments to make it as simple
or as complex as the DM may wish.
A condensation of the system is as follows:
1. A character amasses at least <1/2 of the XP> he
or she needs to gain a promotion (level) (an option allows this
percentage to be as low as 30% for a 20th level figure).
2. He or she seeks a person (preferably) 2 or more levels higher
but of the same race and alignment,
to train him or her in the
skills needed to fully gain the new level.
3. The cost of this training varies from as little as 10 s.p. for 1
x. p. to
as much as 2 g.p. for 1 x.p.
4. The training Time is computed in days
or fractions of days, and
during that period the figures are bound in what amounts to a
sworn oath in the name of their Gods to be honorable, faithful
and loyal to one another.
Why are experience points given to a character? The methods are:
1. For killing opponents (“monsters”), as per AD&D.
2. For defeating, subduing, enspelling opponents (“monsters”),
a
one-half award. (Note: killing an enspelled monster still only
gains the half award unless the killing is done immediately and
not after questioning or having the figure perform some act )
3. For learning the use of magic items
(per the awards in the
Dungeon Masters Guide for magic items) by experiment and
experience, NEVER from the use of a spell or through magic in a
device.
4. From protracted use of an item (weapons and armor, etc. )
5. For certain one-time uses of an item in an “adventure situation.”
6. For acts directly related to a character’s profession.
Some of these six topics need elaboration. Killing a monster in
combat with weapons or spells is clear-cut,
and no discussion is necessary. However, when a figure is enspelled or
defeated without an
outright kill a full award is often not appropriate. For example, if
an
opponent is charmed, webbed,
held, slept,
frightened or subdued,
he/she/it has not been killed outright
That opponent might even be back to fight later. If the party kills
the
opponent at the first opportunity then it should get the full award,
however, if there is a delay to question, imprison, or force the opponent
into service, etc., killing the figure then becomes an act of brutal
murder
and can seriously compromise many a character’s alignment.
Thus only
a 1/2 award is given if the figure is kept alive so that the party
can (it
hopes) gain from the figure in some way. It is possible for a single
“monster” to provide a party with multiple awards in this system, but
that is reasonable. For example, if a high priest fights a party but
is
defeated because he fails his saving throw versus fear, he will likely
be
back later to fight the party again. Thus an award for both confrontations,
if the party wins, can be given. There is never any award for
“gladiator” type situations unless the captured figure has a reasonable
chance to actually kill his opponent.
The party will find many magic items in its travels. Resorting to a
spell device to detect magic is acceptable and still allows for experience
to be gained from learning what the item is. However, use of spells
like Identify, Commune, Limited Wish, Wish, Contact Higher Plane,
etc., even if unsuccessful, negates any award for learning what an
item
is!
The rule must be that experience is only given for use and experimentation
with an item. Sometimes this requires protracted use, as in
the case of weapons and armor. Thus, gaining a +1 sword and learning
that it is magic will not give an award until the sword has been used
in an
entire adventure. Having a sword in its sheath for an adventure will
give
the player no award whatsoever. Some items also will give experience
for use, like a Ring of Controlling Fire Elemental, a Potion of Invisibility,
a Wand of Fire, etc. These devices give experience for use in adventure
situations ONLY, thus, a figure cannot gain from doing these things
in
his/her back yard.
Finally you may wish to excercise the option of giving SMALL
awards for acts directly related to a character’s profession: picking
locks,
learning new weapons (Fighter types only), learning new prayers/spells,
making magic items, researching spells, etc. These awards must not
amount to more than 100 points and if used they should only be
allowed for acts that have less than a 50% chance for success. If a
2nd-level Thief has a 29% to open a lock, give him (100-29-71) points
if
he makes it, but if he were 7th level his chance would be 52%, so given
him nothing if he picks it successfully. These awards can be considered
ONLY in an adventure situation (thus, the Thief gains nothing from
practicing on locks to gain experience if he is safe when he does so)
and
only to give low-level characters a chance to reach upper levels more
rapidly. Once a figure is beyond 4th level, I would not give “profession
awards” any longer.
Now that it is clearer why awards should be given (and you should
make up your own mind on this subject before you get too deep into
a
campaign), it is necessary to get into some of the nitty-gritty of
a
“teaching” system. Before we do that, however, we must understand
what, if anything, a figure can gain from pure experience, that is,
he or
she has amassed enough points to go up a level without resorting to
treasure at all. We will call this a Natural Level as opposed
to a Trained
Level.
From a Natural level a figure immediately gains these things:
1. Hit points appropriate to the level
2. A saving throw appropriate to the level
3. The ability to attack as a character of that
new level
4. A larger spell capacity, range, duration, etc.,
based on level.
From a Natural Level a figure does NOT gain these things:
1. Use of new weapons
2. Use of new spells
3. Access to a new spell level
4. Special abilities
5. New languages
Once the Natural Level has been gained, the figure can only gain up
to 10% more experience (at a maximum) and at only half of the normal
rate. After that he or she must be trained, usually by a figure of
his or her
class, to gain the other advantages of the new level.
A figure cannot gain the use of a new weapon unless he or she is
trained in its use. Thus, someone who knows how to use it must show
the character how it is used. Some “cross training” is permitted in
this
area; thus, with many weapons, the figure does not have to seek
someone of his or her own profession (class) but the figure must be
able
to use the weapon at the same percentage chance to hit as the figure
being taught A 3rd-level Fighter can hit with a mace 65% of the time
versus Armor Class 10. For a Cleric to show this Fighter how to use
the
mace, the Cleric must also be able to hit armor class 10 with a 65%
chance; for a Cleric this occurs at 4th level. So this new swordsman
could ask any 4th-or-higher-level Cleric who knew how to use a mace
to
teach him how to use it.
The only exception to this rule comes from use of an unknown
weapon throughout an entire promotion at a minus to hit Thus if the
Fighter named above used a mace at -2 (the “non-proficiency penalty”)
throughout this last promotion, from Warrior to Swordsman, and
resorted to no other weapon, he could gain its use (assuming he is
allowed a new weapon at this new level).
A spell caster must learn the text of new prayers (Cleric/Druid/
Paladin/Ranger) or read new spells (Magic-User/Illusionist/Ranger)
before he or she gains them. Thus, unless a Cleric meets another who
knows a prayer, or a Magic-User meets another who will let him read
a
book, he or she can not cast it. Knowing the title of a spell is not
sufficient.
Each new spell level can only be employed after the key to that level
(in prayer or reading) is taught to the spell caster: Thus even if
a “natural
level” is gained by a Magic-User, for example-let’s say Evoker to
Conjurer where he or she would first gain a 2nd-level spell, he or
she
could not understand a 2nd-level spell until the key to the level were
taught to him or her. (You might wish to make that rule optional but
I
highly suggest you use it. )
Special abilities must come from one’s own class, with few exceptions.
For example, the prayers needed to turn higher levels of undead
must be taught; a Druid’s extra languages, identifications, immunities
and the ability to shapechange must be taught; a Paladin’s ability
to turn
undead or to use spells must be taught—ditto for the Ranger; a Thief
must learn how to read new languages or to read magic; a Monk must
have each of his special abilities taught to him or her.
If you wish to allow “cross teaching” it must follow the rule that the
teacher must already know how to do the required task with a proficiency
equal to or greater than that of the figure’s proficiency who is being
taught. Thus, a 4th-level Assassin could not teach a soon-to-become
4th-level Thief anything about picking a lock since the Assassin’s
own
ability will not equal that of the Thief s. Of course, a 1st-level
Cleric who
knows how to Create Water could teach that spell (prayer) to a high
priest without penalty.
After all of this introduction the topic of how the training occurs
has
finally come up. This is set out in a series of rules, and EVERY one
should be followed.
A. For a figure to be trained, the trainee must have at lest one half
of
the necessary experience already amassed. Thus,
if a Warrior
wants to be trained to become a Swordsman he or
she must
have at least 3,000 total points of experience to
hi or her credit
All of that experience has to come from the sources
listed at the
beginning of this article, though magic can also
add experience
(a card from a Deck of Many Things, certain manuals,
books,
etc.). It should be noted that as a character gets
higher and
higher that that one-half necessary experience is
harder and
harder to gain from “natural” sources. Thus, you
might wish to
reduce that 50% by 1% per level so that an aspiring
10th level
lord would only need 40% from “natural” sources.
This reduction, if used, should be cut off at 20%. As far as I am
concerned,
a character is awarded Demi-God status once he or
she becomes 21st level
and is effectively out of the game—though
many DMs might disagree on that point I feel play
above 20th
level is just ridiculous.
B. The instructor, almost always someone of the figure’s own class,
must be at least one level higher than the figure
to be trained, i.e.
already at the new level, or higher of course.
C. The trainee would prefer to find an instructor of his or her own
race and alignment if at all possible. If there
are racial and/or
alignment differences the DM might invoke a penalty
in the
“what can be taught” percentage given below (D).
That penalty
should be 0.1% for a racial difference. 0.1% for
a one-step
alignment difference, 0.2% for a two-step alignment
difference,
0.4% for a three-step alignment difference. Absolute
opposites
will not train each other. A one-step alignment
difference is LG
to NG or LN, a two-step is LG to CG, LE or N, a
three-step is LG
to CN or NE, absolute opposites are LG and CD or
LE and CG.
D. What can be taught. The instructor can impart 2% of the difference
between his current experience level and that of the
trainee if he is at least two levels above the trainee
(modified by
racial and alignment differences as given above),
1% if he is at
the level to which he is training the trainee, per
training day.
Examples: A lawful good elf Swashbuckler who currently
has 20,000 pounds of experience is to train a lawful
good elf
Warrior who has 3,500 points of experience. Thus,
per day of
training, the swashbuckler can impart 2% of (20,000
- 3,500)
= 330 points of experience. A day equals 8 hours
of training.
No more than 8 hours per day can be used. Haste
has no effect
on training! Since this warrior needs 500 x.p. (4,000
- 3,500),
it will take 500/300 = 1.51 days, or 11/2
days rounded off.
A lawful good elf Swashbuckler who currently has
20,000
points of experience is to train a neutral good
human Hero who
has 14,000 experience points. The base is only 1%
since the elf
is trying to teach the human to become the level
he is already at.
This 1% is reduced by 0.1% due to racial difference
and 0.1%
due to a one-step alignment difference, so it becomes
0.8%
imparted per day. 0.8% times (20,000 - 14,000) =
48 points!
Since the poor human needs 4,000 more points to
become a
swashbuckler himself, this will take 831/3 days!
As you can see,
this is very unprofitable for both figures.
E. What is the cost? The cost is roughly 1 gold piece
= 1 experience
point, but this can be bartered and modified to
as little as 1 x.p.
for 10 s. p. or as much as 2 x.p. for 1 g.p. The
best price would
only be given by figures of the same race and alignment
to their
close friends. Naturally, cost can be measured by
services rendered, magic
items given, etc. However, there is ALWAYS a
cost-there is no such thing as free training!! This
is tied to the
fact that training is considered a church sacrament—this
will be
explained below—by all races and alignments!
F. The Training Contract. This is the heart of this
system and it must
be observed by the DM or the players will try to
get away with
getting training for nothing or next to nothing.
Prior to instruction the pupil and instructor swear
by their deities to protect one
another during the period of training and for three
days thereafter, if that is necessary. Robbery
of one’s teacher (pupil) is
60% likely to invoke an immediate penalty (30% from
the god
of the offended party, 50% from the god of the offending
party,
and 20% from both gods!)! The student-teacher relationship
is
sacred regardless of class, alignment, race or any
other barrier. If
two people agree to a training contract, they must
abide by it.
Killing one’s teacher (pupil) is 85% likely to invoke
an immediate penalty (20% from the god of the offending
party, 40%
from the god of the offended party, and 40% from
both gods!)!
Any attempt to subvert the oath will be dealt with
harshly. Use of
others to rob or harm the partner in the contract
will cause the
same penalty to all concerned. Note that this extends
to private
intervention also, so that if a teacher’s friend
tries to kill the pupil
without the teacher’s knowledge the friend will
be dealt with by
the God(s)! Gods always take direct interest in
such contracts
since their name is used in the bargain. Note that
the deity’s
name need not be spoken aloud. If a character tries
to subvert
that rule by saying he swore by his God without
actually doing
so, the other figure’s God will act at once!
G. What treasure can be used to pay for training? Part of the oath is
to swear that all monies and items have come from
adventuring
in the name of the person’s God. Treasure gained
by inheritance, gambling, taxes, training someone
else, from day-to-day
business, etc. cannot be used. Note that if 10%
comes from
these random sources there will be no penalty, but
there is a 2%
chance for intervention for every 1% over that 10%
grace
portion. Thus if a figure tries to use treasure
amounting to 40%
of the training cost, the chance for his god invoking
a penalty is
(40 - 10) (2%) = 60%. Finally it should be noted
that trying to
pass off a bogus or “empty” magic item will also
invoke the
wrath of the God(s) with a 70% chance. All of this
precaution is
absolutely necessary to prevent the unscrupulous
player from
trying to cheat on the deal.
H. What will the Gods do? First, they will require full repayment to
the offended party, plus a large bonus. If the offended
party has
been killed the Gods will demand that he be
raised at the
offender's expense, or they just might kill the
offender and take
the body away. The gods must be played with a vengeance
in all
such cases. Taking their names in vain is no light
matter!!
Quests, Geas and Atonements are also very likely
requirements
of the Gods. (Note: Demons and Devils are considered
as
deities (gods) in this case, as are very powerful
figures who
are worshipped, like Tiamat, Bahamut, some Ki-Rin,
etc.)
I.. Major tasks. Learning a new language, learning how to make
weapons, learning pre magic (for a paladin, ranger)
etc. are very
long events and will not fit the 2%/1% rule since
weeks are often
required. Cost for such training will be from 1
to 40 s.p. per day
per level the teacher has attained. Again, a contract
is involved.
“Cross-training” comes into this category. Whenever
there is a
doubt as to how much something should cost, always
charge
the higher amount.
High-ranked instructors. Those who are 1, 2 or 3
levels above
the pupil will enter the training contract often—remember,
it is
free choice! However, those 4 or more levels above
the pupil
will not usually lower themselves to train lessers.
This feeling of
superiority permeates all alignments, though Lawful
Goods are
a little less superior—but not much. In like manner,
such instructors always sell training for a minimum of 1½ g.p. per
x. p.!
These figures are honor bound to tell a figure where
he can
obtain training, if they refuse to do it. Training
at this level of
difference is always at the teacher’s convenience,
so that it can
be put off for days.
J. Physical condition of the teacher and pupil. Both must be fully
cured to enter a contract. Any damage during the
training must
be healed fully before training can go on.
Charmed or imprisoned teachers can not convey information
for
a training purpose. In like manner, taking the training
oath is
very likely to invoke intervention if it is taken
under charm or
duress (60% chance).
M. Inter-party training. It is not allowed for the purpose of giving
a
new level! If this rule is not used, then treasure
will “daisy chain”
itself around in a party and not leave the group.
The object of
this system is to get the treasure away from the
party!!