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game_systems:experience [2026/03/08 20:34] – [Hit Dice] vondorgame_systems:experience [2026/03/09 05:37] (current) – hyperlinking CL page elfinlocks
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 ===== Hit Dice ===== ===== Hit Dice =====
  
-By spending Experience to increase your Hit Dice, you gain 10 extra hit points, plus your Constitution modifier. In addition, your Base Saves increase! Base saves are added to all saving throws and are equal to half your HD rounded down. This is a very valuable field for keeping your character in the adventuring business and avoiding an untimely demise. Certain Talents are locked behind the number of Hit Dice you possess, making this a valuable field in many ways.+By spending Experience to increase your [[priority:health|Hit Dice]], you gain 10 extra hit points, plus your Constitution modifier. In addition, your Base Saves increase! Base saves are added to all saving throws and are equal to half your HD rounded down. This is a very valuable field for keeping your character in the adventuring business and avoiding an untimely demise. Certain Talents are locked behind the number of Hit Dice you possess, making this a valuable field in many ways.
  
 If you need more Hit points they can purchased at a rate of 2 HP per EXP spent. You can only ever have a maximum HP equal to 20 times your HD  If you need more Hit points they can purchased at a rate of 2 HP per EXP spent. You can only ever have a maximum HP equal to 20 times your HD 
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 If you need more base saves they are bought per Save (Fortitude, Reflex and Will) at a rate of 1 bonus per 2 EXP with a maximum (Including base) equal to your HD. If you need more base saves they are bought per Save (Fortitude, Reflex and Will) at a rate of 1 bonus per 2 EXP with a maximum (Including base) equal to your HD.
  
-===== Base Attack Bonus =====+===== Prowess =====
  
-By spending Experience on your BaB, you gain a universal modifier to all of your attack rolls called a Base Attack Bonus and grant additional TP. This field is a powerful way to increase your character’s martial skill with weaponry, and is also a requirement for many powerful abilities.+By spending Experience on your [[priority:prowess|Prowess]], you gain a universal modifier to all of your attack rolls called a [[priority:prowess|Prowess]] and grant additional TP. This field is a powerful way to increase your character’s martial skill with weaponry, and is also a requirement for many powerful abilities.
  
 ===== Paths and Talents ===== ===== Paths and Talents =====
  
-[[:paths|Paths]] offer a way for you to select special abilities which make your character uniquely yours. Paths offer entirely distinct abilities, and are a major factor in determining what a character is capable of! Each Path must be unlocked, unless you receive some for free from selecting a high Potential on the [[:priority|Priority Table]].+[[:paths|Paths]] offer a way for you to select special abilities which make your character uniquely yours. Paths offer entirely distinct abilities, and are a major factor in determining what a character is capable of! Each Path must be unlocked first.
  
-**The cost to unlock new paths is 10 * the number of paths they currently possess.** For example, if a character with D in Potential wishes to unlock a third Path, they must spend 10 * 2, or 20 EXP. On account of this, all characters begin with one free Path of their choosing.+New Paths cost 15 EXP to unlock.
  
 After unlocking a Path, you may begin to purchase **Talents** within the Path. Some Talents are locked behind others in a particular order, this is known as a Trail of Talents. Additionally, every Path offers you a collection of **Key Skills.** These are skills which followers of your Path are considered to be particularly adept in. For every Key Skill in a Path that you’ve unlocked, you gain a +3 Keyed Skill Bonus (this does not stack with other Keyed Skill Bonuses, meaning that if you have unlocked a given skill as a Keyed Skill twice, such as from taking two Paths which provide the same Key Skill, you will still only have a +3 Keyed Skill Bonus for that skill). After unlocking a Path, you may begin to purchase **Talents** within the Path. Some Talents are locked behind others in a particular order, this is known as a Trail of Talents. Additionally, every Path offers you a collection of **Key Skills.** These are skills which followers of your Path are considered to be particularly adept in. For every Key Skill in a Path that you’ve unlocked, you gain a +3 Keyed Skill Bonus (this does not stack with other Keyed Skill Bonuses, meaning that if you have unlocked a given skill as a Keyed Skill twice, such as from taking two Paths which provide the same Key Skill, you will still only have a +3 Keyed Skill Bonus for that skill).
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 ===== Magic ===== ===== Magic =====
  
-[[priority:magic|Magic]] possesses numerous fields which must be attended to during Character Creation. The first of these fields is your Caster Level. This field dictates a character’s base power in magical arts, including the most powerful spells which the character is capable of casting. +[[priority:magic|Magic]] possesses numerous fields which must be attended to during Character Creation. The first of these fields is your [[priority:magic#caster_level|Caster Level]]. This field dictates a character’s base power in magical arts, including the most powerful spells which the character is capable of casting. 
  
-For each Caster Level, there is a corresponding Tier of Mana, which dictates the amount of magical energy you possess, and can in turn spend on casting spells. To cast a spell, you must spend a number of Mana Points (MP) equal to the Spell Tier (however, sometimes spells can have variable mana costs not correlated with their Tier).+For each [[priority:magic#caster_level|Caster Level]], there is a corresponding Tier of [[priority:magic#mana|Mana]], which dictates the amount of magical energy you possess, and can in turn spend on casting spells. To cast a spell, you must spend a number of [[priority:magic#mana|Mana]] Points (MP) equal to the Spell Tier (however, sometimes spells can have variable [[priority:magic#mana|Mana]] costs not correlated with their Tier).
  
 Lastly, you must spend Experience on the Spells themselves - learning a new spell costs 2 * (Spell Tier) EXP. For example, Fireball is a Tier 3 spell, and due to this costs 6 EXP to learn.  Lastly, you must spend Experience on the Spells themselves - learning a new spell costs 2 * (Spell Tier) EXP. For example, Fireball is a Tier 3 spell, and due to this costs 6 EXP to learn. 
  
-Lastly, your Magic Priority selected on the Priority Chart does grant you a modicum of natural magical abilities, in the form of Cantrips. Cantrips are weak spells which you may cast at will - as much as you wish - without spending any Mana. +Lastly, your Magic Priority selected on the Priority Chart does grant you a modicum of natural magical abilities, in the form of Cantrips. Cantrips are weak spells which you may cast at will - as much as you wish - without spending any [[priority:magic#mana|Mana]]
  
 You may purchase additional Cantrips for 2 EXP each, as many times as you wish. You may purchase additional Cantrips for 2 EXP each, as many times as you wish.