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Re: [dq-rules] Digest Number 109



--- john franklin <johncfranklin@hotmail.com> wrote:
> One way our campaign enhanced the multiclassing
> aspect of DQ was to take all 
> the separate abilities of each skill class (ranger,
> thief etc) and make 
> these available individually, at a slightly higher
> exp cost proportionally 
> (so you the skill classes become bundles of
> abilities at discounted exp 
> cost). In addition we added select skills from other
> games to this list 
> (Fantasy Trip, Call of Cthulhu etc).

My groups have been wanting to do exactly this for a
long time.  None of us has ever had the time and
energy to do it, however.  I would love to see your
divisions of subkskill XPs.  Maybe you could post
those to the group sometime (time and energy
allowing)? :)
 
> I'm interested in how many people actually did
> adhere strictly to the 
> original rules for awarding experience points?

My group back in my undergraduate days did.  We gamed
regularly for four years every weekend.  Took us most
of those four years to hit Hero level, too.  Oddly
enough, though, it never felt like we were lacking
progress.  I think that's in part because every time
you train, there's always so many thing you could
invest XP in.  Also, we tended to diversify our
characters a lot, so getting 8 things to Rank 4 or 8
took a while.

Speaking of which, once you divided the skills up into
subskills, how did you resolve the issue of the effect
that had on reaching Adventurer and Hero level?

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