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21

Good News! There's actually a template for that in the official rules - see here. That link contains all the information on creating a lycanthrope template for any were-thingy you can think of :) The specific details for a were-rex follow. rule quotes are shown like this specific details will appear below them like this. Creating a Lycanthrope ...


16

I would argue that "mechanical character advancement" isn't necessary, but advancement as a whole is. Non-mechanical Character Advancement could fille this purpose. This could be accomplished not with dice and stats, but with abilities granted as plot points, character development by the player and the GM (GM's acknowledging character development is very ...


16

It depends on your players and campaign style The problem, as you've noted, is that players start being able to do specific things really well. However, that's also the solution - force them to do new things. If your campaign is a dungeon crawl, this will be harder than if it's a city-based setting, but you have to remember that the PCs' actions shouldn't ...


13

Really, there are more than two kinds. Open Fully point based, à la Hero System or GURPS: anything you can justify to the GM, you can (eventually) get. The problem is that such systems often overwhelm players and GM's with options, and often, some options may be mechanically useful but out of character, and taken anyway for the mechanical benefits alone. A ...


12

There is absolutely no reason to take exactly 3 levels of Fighter. Strictly Superior Alternatives Assuming you go by non-fractional saves/BAB – which I refuse to do personally, but it is the base rule – the level gives you ~5.5 HP, +1 BAB, +1 Ref, +1 Will, and 2+Int skill points. Taking Barbarian 1 at that point instead would get you ~6.5 HP, ...


12

My character right now advances every, oh, 2-3 sessions, with an occasional 4- or 5-session lull when I'm hanging back and letting other characters take the spotlight. We play 2-hour sessions, though, so if you're playing 4-hour sessions, advancing every 1-2 sessions is about the same. If you want to slow down - and you might not! - my recommendation is to ...


11

If they have Safecracking 5 and there aren't any safes around, then that 5 doesn't matter; they're going to be falling back on their broader, lower-dice skills. They may get new skills out of that, but they'll be something different again. In order for them to actually progress beyond the point where they have made Skullduggery 2 obsolete, they'd have to ...


9

In DnD 4e, characters tend to level every 8-10 or so encounters. Depending on the exact Encounter Level of each fight (or noncombat encounter (eg Trap). Faster if the encounters are above their Character level, slower if below, Also faster if they are getting XP for completing a story/dungeon/quest, and if you have any house rules like XP for good ...


8

I think you've got a good start here - DFRPG sounds like a good match for you. Refresh works exactly as you're describing it - you give up control over your destiny in exchange for powers. I'm not up on Neverwhere, so I can't tell you how the traders get the powers in the fiction. But if that's not part of the source canon, go with whatever feels right ...


8

If you prefer to stick by the rules, then all of a sudden the afflicted PC get several Hit Dice and increase in level adjustment (as per template). Recalculate his ECL and - guess what - award xp based on his new ECL. Furthermore, not only their xp gains are affected. He will obtain next level upon earning an xp total sufficient for being level ECL+1, which ...


8

Sure you can, as long as you meet the prestige class’s prerequisites. The Commoner class does not have any special rules about its advancement, it’s just a particularly weak base class. It’s actually the easiest way to enter the Survivor prestige class (Savage Species), which requires that one’s highest base save bonus be lower than ...


8

The idea of handing out additional stunts (or aspects - to be honest, I prefer new aspects as it creates a closer tie to the narrative of the game) is the most common within Fate systems (it's the primary mechanic in Starblazer in my mind). That said, one of the game's designers, Byron Kerr, has actually opined on this topic: Create characters as ...


7

I've seen things like this done in most of the D&D games that I've played, actually. However, I've rarely seen it as any kind of hard-and-fast ruleset. There's a few systems that I've seen that are conducive to this: The d20 Modern Mutations System. This system lets you mutate your character using mutation points. 5 mutation points is worth roughly ...


7

The phrasing is, as I understand, shorthand for how many times you can acquire the talent - it means that at Rank 2 you can get one additional wound, three times; not three wounds at once. My groups have always ruled that each is treated as a separate advance, so if you have 600xp you can get 3 wounds, but if you only have 200xp you can get 1 wound and save ...


7

The Telekinetic discipline has 7 force techniques (as listed in Table 6-15) and a basic technique, Mind Over Matter (p171): this gives a total of 8 powers. They just haven't listed the basic technique in the table, which would lead to some confusion about there only being 7 powers.


6

Yes. Look at the Minmax Boards handbook index. This is where all the wizards threads migraded (after a stop over at brilliantgameologists.) Now, this index holds all of the handbooks developed for 3.5. I've found that a handbook is an excellent resource that reduces the number of choices I have to make during character creation, as the traps are neatly ...


6

3.5 had a fixed table with protected (non-OGL) hit point tables. Pathfinder was obviously not allowed to copy that, but they simplified the system a bit, while making it harder for lower level characters to close in on higher level characters. An in-depth explanation can be found in this article by Jonathan Drain at D20 Source: The big difference with ...


6

In the Dungeon Master's Book, the book contains instructions on how to level as per this link. If you're interested in having them level all the way to thirty, you'll need to grab the book "Heroes of the Fallen Lands". Characters created as part of the Red Box are first level characters as presented in HoFL. HoFL presents more options to the first level ...


5

From the previews that I've seen, they are available for any warlock. The key is that the powers are listed as "Warlock Level X" (Where X is the respective level). As long as you are a warlock, and are switching out a power of the appropriate level, it is allowed. I'm not so sure about the paragon path in the Dragon Magazine article. It has no ...


5

For my money, the real difference lies here: A class system, or any set of "splats" such as found in *WoD games, asks the player, "Do you want to play this or do you want to play that?" A point-construction system asks, "What do you want your character to be?" The difference is the same as the difference between multiple-choice and essay tests. In my ...


5

Gaming the Help System 1. Follow the Leader/AKA the Gandalf Effect Take the person with the highest stat, have them deal with the higher obstacle things, have the rest of the group each throw in Helping dice in order to get the advancements. The leader often will get nothing beyond a Routine test at best, but everyone else gets a good advancement out of ...


4

Having played or GM'ed most of the systems mentioned in the previous posts, I think it boils down to three types of player types: Beginner (Structured), Intermediate and Advanced(Flexible). Players who are just starting to get into RPGs, in my opinion, tend to like a more 'structured' character creation system, using classes: 'Do you want to fight, cast ...


4

Not really, until high levels. As written, it's designed to blend classes and seems to have very steep requirements such that many dips are typically necessary to enter it in any reasonable timeframe. Take a look at the shadow sun ninja, as that seems to feature in many swordsage builds. Examining links here, here, here, and here. The only text on master ...


4

This is actually fairly common. Weird events often occur during an adventurer's adventures, and sometimes an adventurer gains permanent powers from those weird events. In other words, Yes, There's Precedent In Advanced Dungeons and Dragons DMs were sort of expected to run adventures that changed characters--usually for ill. The Dungeon Master's Guide ...


4

The character now counts as his new level (original level + RHD of the template + LA of the template) for the purposes of determining how much XP he gets from encounters and how much XP he needs to reach the next level. Unfortunately, this is an enormous pain and is, in almost all cases, a very significant loss of power compared to other people of the same ...


4

Each time you take Sound Constitution, you gain 1 Wound. Where a career rank lists SC (x2), that means you can take it twice in that rank, gaining 1 Wound each time.


4

The rules here are a lot more complicated than they need to be. Getting Started To begin with, Psychic abilities are divided into Disciplines, Basic Techniques, and Techniques. Each Discipline has one Basic Technique, which you automatically acquire when you learn the discipline. Each Discipline has several Techniques. You cannot learn a Technique unless ...


4

Each Skin has its own advancement list, so you can raise your Dark again after you've switched. Parts of Monsterhearts are straight ports of Apocalypse World (MH p. 38 quotes AW p. 184 extensively), including the process of changing Skins, called Playbooks in AW parlance. In AW, when you change your Playbook you keep and lose various things (whatever is ...


3

The two are totally separated. You spend your advancement points on common skills. You spend experience on combat skills and Valor/Wisdom levels. And they reinforce thusly what you've been doing with your time. SPENDING EXPERIENCE POINTS Heroes may spend their accumulated Experience points to gain a new rank in either Wisdom or Valour, and to ...



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