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Re: [dq-rules] Experience Point Costs
> Ah! You obviously only have 3rd edition!
Ah! Not so. However, I was not asked to quote a
specific reference. In any event, I have stated in a
number of earlier posts that my particular campaign
prefers to use 2nd Ed for magic, 3rd Ed for everything
else (since TSR really did a number on the base cast
chances). I didn't employ useless XPMs with 2nd Ed,
either.
> In that edition, mods to non-humans and their
> accompanying Experience
> Multipliers were all altered to unreasonable levels.
At least we can agree on something.
> 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].
Again, agreement. And a reasonable debate at the time
I was using 2nd Edition might have convinced me, in my
idealistic youth, to make use of XPMs.
> 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.
> Bruce Probst bprobst@netspace.net.au
Which shunts aside completely my main grievance with
the XPM system; that, viewed logically, the rules are
saying that humans are smarter or more resourceful or
whatever you wish to call it, and therefore are more
ably to advance, on average, faster than any other
race. This is what I call an inBALANCE.
For the last time, I do not require XPMs to maintain
"balance", a word loosely tossed about in this forum,
in my campaign. And please don't try to sell me the
argument that every player is going to try for a
non-human without the use of XPMs; that is pure bunk.
I've seen otherwise many times, at least in the
campaigns I've participated in. One other thing: If
extended vision is such an attractor to playing a
non-human, a human character can play a fire mage or a
namer, or a mage of a few other colleges, and get some
sort of extended vision as a bloody TALENT.
One thing is certain in DQ: No matter your race, a 01
or 02 rolled on percentage dice against you is a bad,
bad thing, and a Grievous Injury will fell a dwarven
or elven fighter as sure as a human fighter. Out.
Pat Hough
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