I severely dislike character creation systems that can create large power differences between the players in the long run. One version is rolled stats, another more subtle one is Exalted’s where the difference in xp value between 5/5/1 and 4/3/3 is 20 xp (to get to 5/5/5). Obviously including the rest of chargen just makes it worse.
It really bothers me that character creation in this way creates so big differences between the player characters over the long run. Admittedly this is also because it is really hard for me to ignore it and just create the character I imagine because I enjoy optimization (in moderation).
Quite some other people listed their solutions to this in the houserules thread, but I figured I should start a new one not to hijack the thread.
Flat experience costs
Xp in chargen (but only for attributes?)
Xp in chargen for everything
So I guess the real choice is between making making both chargen and character advancement either flat costs or scaled costs.
I imagine the advantages are
Flat Costs
Scaled Costs
Are there any other advantages or disadvantages that should be added? / Why do you prefer either scaled or flat costs? Or is there a third option without the challenges of the one in the book?
Tytalus (and others who use scaled costs), how did you arrive at those numbers for xp to be used during character creation? I get the attributes split is based on the most XP optimal distribution in normal chargen, but shouldn't that result in either 124 (five 5's, one 3, none favoured) or 102 xp (same, all favoured) for abilities? I think it makes sense to give less xp, but why 84? and why reduce it here and not for the attributes?
I am just trying to figure out the best way to "solve" the character creation problem it before we start playing for the first time in our group :-)
It really bothers me that character creation in this way creates so big differences between the player characters over the long run. Admittedly this is also because it is really hard for me to ignore it and just create the character I imagine because I enjoy optimization (in moderation).
Quite some other people listed their solutions to this in the houserules thread, but I figured I should start a new one not to hijack the thread.
Flat experience costs
Originally posted by Blaque
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Originally posted by BadassOverlord
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Originally posted by Epitome
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Originally posted by Tytalus
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I imagine the advantages are
Flat Costs
- Easy to calculate
- Incentivizes specialized characters (One 5 costs the same as a 3 and 2)
Scaled Costs
- Time-consuming to calculate (unless you are using a smart excel sheet)
- Incentivizes characters with stats that are more spread out (one 5 (23 xp) costs the same as two 3 and a 2, or four 2’s and 1.
Are there any other advantages or disadvantages that should be added? / Why do you prefer either scaled or flat costs? Or is there a third option without the challenges of the one in the book?
Tytalus (and others who use scaled costs), how did you arrive at those numbers for xp to be used during character creation? I get the attributes split is based on the most XP optimal distribution in normal chargen, but shouldn't that result in either 124 (five 5's, one 3, none favoured) or 102 xp (same, all favoured) for abilities? I think it makes sense to give less xp, but why 84? and why reduce it here and not for the attributes?
I am just trying to figure out the best way to "solve" the character creation problem it before we start playing for the first time in our group :-)
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