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Wild:DP

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Revision as of 23:41, 4 January 2009 by >Mqs (New page: Category:campaign __TOC__ As another alternate means of reward and diversification, the Daryl Point system discussed below is layered on top of the standard D&D system. Every charact...)
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As another alternate means of reward and diversification, the Daryl Point system discussed below is layered on top of the standard D&D system. Every character starts with (ECL) DP and will get 1 DP per level up. I do intend to give the occasional DP as a reward in addition to or in lieu of standard progression. As you acquire certain things with DPs, the costs of acquiring more in that same category may increase.

Other uses might be able to be negotiated, and will be added as the campaign progresses.

This system replaces my former Daryl Feat bonuses at levels 2/5/10/etc, but effectively serves the same purpose (hopefully): to diversify characters.

Game Session

  • Spend a DP as an action point.
  • "Throw me a bone." Some plot twist... I retain veto power for this and ask you not to abuse it!
  • Heal. Cast the spell from the Healing domain as a cleric of your ECL or lower, your choice. Spending one DP at level 9, could get you a Cure Critical Wounds or Mass Cure Light Wounds.
  • These may be spent from DP you do not currently have but will gain in the future. Your next gained DPs are immediately spent to repay these.
    • A single feat point can be used for a reincarnation, raise dead, or comparable spell (in lieu of a gold cost). An PC/NPC caster must still be found.
    • A single feat point may be used to remove a negative level, such as that caused by a raise dead.

Proficiencies

Of course, you may still acquire proficiencies normally (from classes/multiclassing and taking feats).

  • One point
    • All simple weapons
    • Single martial weapon
    • Light armor
  • Two points
    • All martial weapons (requires all simple)
    • Medium armor (requires light armor)
    • Heavy armor (requires medium armor)
    • Shields
    • Tower Shields (requires shield proficiency)
  • Three points
    • Exotic Weapon
    • Exotic Armor (requires heavy armor proficiency)

For example, a commoner (starts starts the game with one simple weapon proficiency) could learn all martial weapon proficiencies by spending 3 DPs. The first DP to acquire all simple weapons, and then two more to acquire all martial weapons.

Basic

  • Each DP may be turned in for 1 extra hit point.
  • Each DP may be turned in for 2 skill points.

Effectively, if you spend your DPs no other place and never acquire more other than leveling up, you can either get 1 extra HP per level or an extra two skill points per level.

Feats

Each feat has a point value to acquire it. For each feat you take from DPs, future feats cost 1 more. If you were to spend all your DPs on low-power feats, and only got DPs from leveling up, you would get a feat at 2, 5, 9, 14, 20. Instead, buying extra normal feats in the same conditions would occur at levels 5, 11, 18, with the first two, uncoincidentally being dead levels for many classes.

Two Points

  • A Skill Pair feat
  • Skill Focus
  • Combat Casting
  • Improved Initiative
  • Endurance
  • Run
  • Dash (CW)
  • Brachiation (CV)
  • Mounted Combat
  • Toughness
  • Open Minded (CV)

Notice that spending your first 9 DPs for 3 copies of toughness gives you the same number of HP as spending them directly on HP as above. 9 DPs for three copies of Open Minded gives you 15 bonus skill points, where as buying skill points directly instead gives you 18 (which is comparable).

Five Points

All feats not otherwise categorized.

Money

Each DP may be turned in to get 250 GP per ECL.