Advancement and XP
This campaign doesn’t use XP. XP is an arbitrary system using a score that means nothing until you reach a threshold.
In place of XP, the whole party gains a level when they have completed 5 major quests. Major quests are significant plot points on the current main plotline.
So to make it clear; killing random monsters gets you NO XP. Avoiding an encounter will probably get you to your goal quicker and with much less danger. Talking or outsmarting an opponent can be as advantageous as defeating it. However, if you fail to explore everything, you can miss valuable treasure and magic items.
It is up to the group to decide if the danger and time spent exploring an optional area or taking out a monster is worth the chance for treasure. Killing wolves in the forest probably won’t get you much (except maybe fleas), but taking out a bandit’s camp might net you a large chunk of coin.
New characters joining after 1st level and “replacement” characters for someone who wants to make a new character or who gets killed off start at the same level as the rest of the party. They start with one magic item of their level +1, one magic item of their level, and one magic item of their level -1. Only one of these items can be rare. They also have gold equal to the value of a magic item of their level -1. They start with 3 character points (explained below). This will leave them behind other characters in terms of magic items, but not for very long.
Quests come in three flavours: Major, Minor, and Personal. All quests are determined by me as DM, however some of them will be in direct response to your choices and actions. If you decide to search for someone to help you decipher a riddle instead of solving it yourself, that could easily become your new quest goal.
Quests are somewhat flexible. If your quest is to slay a dragon and rescue the princess, you can instead decide to make a deal with the dragon for the princess, or slay the dragon and sell the princess to slavers, or even keep the princes and get her to scrub floors in your base of operations. The only important thing is that the situtation is resolved in a manor that you planned (more or less), and that the outcome is basically positive.
Not all quests will be obviously stated as such. For example if your quest is find out that the mayor is a vampire, you will not be told that is your goal until you resolve the situation.
Major Quests are significant plot points. They always involve at least 2-3 minor encounters or one major encounter. Not all encounters need to be fights however. In general an “adventure” has 2-5 major quests. For every five major quests completed the party gains a level.
Minor Quests are optional goals that are either completely unrelated to the main plot or are reqards for exception performance on along the route to your goal. For example if your major quest is to search for a particluar merchant and you locate his caravan under attack by a horde of ghouls, it could be a minor quest to prevent any of the merchants from dying. Anything you hear mentioned that is tangential to your goals is a likely a minor quest. Collecting bounties or exploring an abandoned fort along the way are probably minor quests. Completing a minor quest give each member of the party one character point (explained below).
Personal Quests are like minor quests except that not all members of the group care about it equally. Finding information about your lost sister or saving your parent’s inn from bankruptcy are examples of personal quests. The character(s) who have a personal interest in the quest get one character point. Personal quests are based on your background and things you do in the game. Never make a friend or an enemy and don’t have much of a past and you likely will not have many opportunities for personal quests.
Quests of all types can also offer other rewards such as treasure, favours from important NPCs and useful information.
Treasure distribution is simple. All coin and items not worth keeping are converted into GP value and split evenly, general party expenses are taken from this total first if needed.
Magic items are worth 50% of their value toward treasure. The first time a magic item is found, each character rolls a d20. Highest roll either picks an item or passes to the next person on the list. If no one wants an item the item is sold at the next opportunity and the value is evently shared. The value of magic items chosen is cummulative, I will be tracking it on the obsidian portal. Once everyone has a different value the LOWEST value picks first (although they can stil choose to pass on any given item). If their value is still the lowest after picking an item, they can pick again until someone else is the lowest value.
In the case of a tie, we have a roll with highest picking first.
Magic Item Creation and Sale
You can create any number of common items through the enchant magic item ritual. Any character can create only one uncommon magic item per level (i.e. once you create an uncommon item, you need to gain a level before you can create another).
You can create one rare magic item PER TIER (one from level 1-10, one from level 11-20, and one from level 21+), these always involve a quest of some sort to retrieve a material or locate a special site or something similar.
Unique and legendary items cannot be created through enchant magic item rituals, except as the pinacle of an epic quest (i.e. near the end of the epic tier).
You can purchase consumable items in most cities for 100% of the listed price.
You can purchase common magic items in most cities for 110% of the listed price.
You can purchase uncommon magic items in most cities for 125% of the listed price.
You can only purchase rare magic items that I mention are for sale. Price is typically 150% of the listed price.
You can sell common magic items and consumables for 20% of the listed price.
You can sell uncommon magic items for 50% of the listed price.
You can sell rare magic items for 100% of the listed price.
You can sell unique and legendary magic items for 150% of the listed price. You can sometimes sell them for up to 200% if you can find the right buyer.
Character points are an expendable resource. When you create your character you gain 3 character points (regardless of your character’s level). Each time you complete a minor or personal quest you gain 1 character point. Each time you gain a level you gain 1 character point.
Character points allow your characters to avoid runs of bad luck or to gain extra resources that they otherwise could not get.
You can spend character points in the following fashions:
|1 point||Reroll any die roll, if the roll involves multiple dice, reroll as many as you want|
|1 point||Roll twice and take either result|
|1 point||“Take 12” on a d20 roll|
|2 points||“Take 15” on a d20 roll|
|1 point||Spend a healing surge when you have none left|
|1 point||Automatically stabilze while dying|
|2 points||Recharge an encounter power|
|5 points||Recharge a daily power|
During an extended rest:
|1 point||Retrain up to two powers, feats, skills, ect.|
|3 points||Totally retrain your character, keeping only class and race the same|
|3 points||Increase a magic item’s level by 5. You cannot increase an item to higher than your level +4|
|5 points||Increase a magic item’s level by any amount. You cannot increas an item to higher than your level +4|
During “down time”:
|1 point||Learn a language from a trainer|
|3 points||Skill training from a trainer|
|3 points||Learn a feat from a trainer|
|5 points||Learn a power from a trainer|
|3 points||Receive a boon or blessing from an appropriate source|
|3 points||Increase a boon or blessing to up to your level +4|
Some NPCs you encounter can train you in skills, powers, feats, or languages. You must find these characters and develop a relationship with them. They might train you for free or require a payment or favour before offering training. If someone offers training you want, it is a good idea to stay on their good side.
Training typically takes one week of game time, and always requires spending character points. There are limits on how much training you can have. If you exceed this limit, you choose which training is lost.
|Languages||No limit, you cna learn as many languages as you want|
|Skills||Two at once|
|Feats||One at levels 1-10, two at levels 11-20, three at levels 21+|
|Encounter attack power||One at a time|
|Daily attack power||One at a time|
|Utility power||One at a time|
Special Sites and Circumstances
Some special sites, rituals, or other circumstances can give your characters a power, feat, or feature. This works the same as training, except that you get the benefit from meeting the circumstance instead of receiving training. You still need to spend the appropriate character points.
For example, a magical fountain might allow you to change the damage type of your spells once per encounter, while a shrine could grant you the necrotic resistance.
Boons are a category of non-physical benefits that follow magic item rules. They represent powers granted, learned or found. They do not take up a body slot, but you are limited to three boons at once. Boons also expire over time. If you have a boon that is more than 3 levels lower than you are, you loose that boon. You can gain increase the level (and effectiveness) of boons by investing character points in them.
Some boons are given as rewards in place of treasure, these are divided as normal for magic items. You do NOT need to spend character point for these boons.
Other boons can be found from certain sites (for example you can request a boon from almost any church if you are on good terms or willing to give a substantial donation). These boons DO require you to spend character points to unlock them.
During skill challenges, you are required to describe what/how you are attempting to do something.
There are a few points to consider:
1) If you give a general description you roll normally.
2)If you give a specific and relevant description you can gain a bonus or even automatically succeed.
3) If you make no attempt to describe what you are doing or you can’t figure out how it would be relevant to the task at hand you get a penalty or possibly an automatic failure.
4) You can use powers, rituals, feats, or magic items in place of a skill if it is relevant to the challenge. If the feature you are using is particularly relevant or if you are expending a valuable resource you can expect to gain some kind of bonus or particularly good outcome. For example offering a large bribe with a Diplomacy check could potentially end a skill challenge, as could using disintegrate to “disarm” a trap.