Character Generation & Advancement

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Problems

Using Bonus Points in character generation and xp during the game can result in significantly different power levels - you can save the equivalent of several hundred xp if you spend your bonus points in the 'best' way. Given that this results in the same few tactics again and again, this gets a bit boring

Suggested Fixes

Removing Bonus Points

Adapted from here [1]

An alternative to using bonus points during Character Generation is to replace *everything* with xp. Characters therefore start with all statistics at 0 or 1 (see below) and have 400xp to spend as they will.

Starting Traits. Solars start with all Attributes at 1, all Abilities at 0, all Virtues at 1, Willpower at 6 and a Permanent Essence rating of 2.

Spending XP. XP is spent according to the table in the Core Book. A quick summary is repeated below:

Specialities cost 3xp, Favoured Charms/Spells cost 8xp and Non-Favoured Charms/Spells cost 10xp.

Backgrounds should be regulated by the Storyteller, because the price and the lack of sub-pools make it very easy to get overly powerful backgrounds at character generation.

XP Table 1 2 3 4 5
Attributes 0 4 12 24 40
Virtues 0 3 9 18 30
Abilities (favoured) 3 4 7 12 19
Abilities (non-favoured) 3 5 9 15 23
Backgrounds 1 3 6 10 15
Essence 0 0 16 24 32
  6 7 8 9 10
Willpower 0 12 26 42 60

Flat-scaling XP

Suggested by Kukla, on the WW wiki

Another option is to make raising Traits with xp cost a flat amount, irrespective of the new rating.

Trait Cost
Attributes 10
Abilities (favoured) 4
Abilities (non-favoured) 5
Virtues 6
Essence 25
Willpower 15