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TopicA Geektivus For The Rest Of Us
shadowsword87
05/10/18 2:53:27 PM
#445:


Ok PO, I was wondering something that I don't know if you could help out or not.

I want to run a More Traditional Dungeons and Dragons game, but with the twist that players decide when to level up, not the GM.

The best thing that I can think of, at least theoretically, is handing players exclusively gold and saying gold is XP (or you pay someone to train you to level X+1). Then they can buy magic items that they want, and choose to level up that way.

There are a few problems I'm having with this, one of which being meta-narrative. I don't know if that it's actually a good way to keep up with a flow of the game. Also because I, as the GM, just hand players gold and tell them to figure it out, it's basically me leveling them up anyway, and who cares. It wouldn't be really be a big enough deal.

The other problem being a more base thing: what the hell is worth it to a player that isn't a level? The only reasonable thing I could think of magic items, but even then, it's just sort of minor. I could make it so that as they get more powerful, things get worse around them sorta like Dark Sun, but let's be honest, nobody really cares about that sort of thing.

The more and more I think about it just seems awful in execution on a bunch of different levels, but I want your thoughts on it.
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