Leveling
I'm considering how much I want to alter the power curve. GLoG plateaus early and keeps the growth in later levels pretty minimal. Only being able to get four Templates ever chafes against my desire for free and unrestrained multiclassing though. I do love that the system is built around multiclassing as a core concept, but I want more of it. I've heard it suggested that you can give another Template ever other level after 4th, and I'll try that for now, but I may end up just giving a Template every level. Inspired by Spiked Goblin Punch v2.0 by Skerples & The GLOG v1.0 by by Arnold Kemp,
XP Table
Lv |
XP |
HP (20 Max) |
Templates |
Skill Cap |
Attack Bonus |
Base Save |
0 |
- |
Might -6 |
1* |
4 |
+0 |
5 |
1 |
100 |
Might -4 |
2 |
4 |
+1 |
6 |
2 |
200 |
Might -2 |
3 |
5 |
+1 |
7 |
3 |
400 |
Might |
4 |
5 |
+2 |
8 |
4 |
600 |
Might +2 |
5 |
6 |
+2 |
9 |
5 |
900 |
Might +4 |
- |
6 |
+3 |
10 |
6 |
1200 |
Might +6 |
6 |
7 |
+3 |
11 |
7 |
1600 |
Might +8 |
- |
7 |
+4 |
12 |
8 |
2000 |
Might +10 |
7 |
8 |
+4 |
13 |
9 |
2500 |
Might +12 |
- |
8 |
+5 |
14 |
10 |
3000 |
Might +14 |
8 |
9 |
+5 |
15 |
+1 |
+600** |
+1 |
+1 every even Level |
9 (Max) |
+5 (Max) |
15 (Max) |
*Can only take a Witchblood Template at Level 0. Humans can spend the extra Template at level 1.
**The
required XP increases by 100 every two levels. 11th level
is 3600, 12th level is 4200, 13th level is
4900, etc.
Levelling Up [Spiked Goblin Punch v2 by Skerples]
XP: PCs gain experience points (XP) by looting stuff. Wages don’t count. The loot must be taken to a place of safety and divided or assigned to the PCs to become XP. Items or equipment used by the characters and not sold don’t count for XP purposes. Players should track a PC’s XP (the total amount of treasure they have accumulated) along with their current cash. Purely frivolous spending (such as carousing) converts 10% of the money spent into XP.
- Derived Stat Increases: Whenever a PC levels, increase their HP, Attack, and base Save (before their Wisdom bonus is added).
- Training Attributes: A PC can also test to improve an attribute of their choice. Declare the stat and roll 3d6. If the result is over, the stat’s value increases by 1.
- New Templates: For the first five levels (0 to 4) and every other level thereafter a PC gains a new Template. This can be the next Template in a class they already have or the first Template of a new class (provided they have an opportunity to train with a member of the new class). Alternatively, they can gain a Feat instead.
- Skill Cap: A character cannot have any skills at a higher rank than their Skill Cap. The only exception are Class Skills, which ignore the cap.
Hit Points (HP): You know what they are. A numerical abstraction of how far your character is from the cold embrace of death. HP is your health meter. When it hits zero you’re unconscious, when it hits negative ten you’re dead. HP is determined by Might and level (see the XP Table), a character’s maximum HP can never be higher than 20. System Shock Checks are rolled against Max HP.
Pre-game Character Death: If a character ends up with zero or negative HP during character creation (because their Might score was too low), they die before the game starts. You may either take Template A of the Discarnate Soul class and play the dead character or play as one of their relatives. If the latter, keep their highest Attribute and re-roll the rest. You inherit one of their starting items as a memento.
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