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Re: [dq-rules] Experience Point Costs



On Wed, 29 Jan 2003 22:18:52 -0800 (PST), William Hough <houghpt@yahoo.com>
wrote:

>Third, halflings lose 6(!) from Physical Strength
>(yeah, yeah, I know, 5 to MD, but still?), elves
>cannot resurrect the dead, dwarves have really bad TMR
>(again, on average). I'll just bundle these up and
>call the whole thing reason #3.
>
>In my view, the XPMs are anything but a balancing
>measure. Perhaps so because they are so unreasonable.
>I wouldn't protest 1.2 here, 1.1 there, 1.3 there,
>etc. but 2.0? 2.5? Sorry!

Ah!  You obviously only have 3rd edition!

In that edition, mods to non-humans and their accompanying Experience
Multipliers were all altered to unreasonable levels.

In previous (more sensible) editions, multiples were indeed at the level you
suggest (0.9 for an orc, 1.5 for a giant were the extremes).  Mods to
characteristics did not exceed +/- 3 (and they were rare) [EXC: giants had
more radical alterations to PS and EN, naturally].

The various "specials" attached to each race were by-and-large not altered
from previous editions; they're there to make each race somewhat unique (and
more obviously "not human").  In most cases, I don't think the "specials"
went far enough for each race; I added to them in my own game.

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Bruce Probst              bprobst@netspace.net.au    ICQ 6563830
Canberra, Australia       MSTie #72759  SCA #80160
"It's gotta be humiliating to be tortured by a smurf."
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