samb123 wrote:DiceyCZ wrote:Exactly, RCR is much less used to transfer XP from old character who retired into a new character and much more used to "re-build" I think.
That's exactly the problem, frankly. It is NOT a system that should be used for rebuilding.
Sure. Let me tell you of a world where RCR would never be needed.
We have no classes or levels in this world. We instead have races, backgrounds, bloodlines, birth-stats and aptitudes.
Race/bloodline/background may hard-block certain feats, skills or mechanic. No sorcery mechanics if you don't have the bloodline to support it!
You get a pool of freely distributed points afterwards. Say, arbitrarily, 250.
These points are basically "slots." Every post-character generation improvement costs both a slot/point and experience points. Experience points are infinite and are not scaled with mobs. Instead, every purchase is worth a given slot points.
We may either make it that you must mark a category that gets XP, or we can make it a general pool. Ideally, we would make it category based. Same actions contribute to all pools, but only 1 at the time. We may even make the amount of XP a given pool can hold be limited by the amount of slots spent on that pool - to prevent someone suddenly learning everything about magic without a build up and sacrifice.
Your aptitudes/race/bloodline affect the slot/point cost, your background affects XP cost.
Each base stat increase costs a pre-determined amount of points, increasing almost exponentially the more you increase the base stat. Perhaps make the cost a J curve - high upfront cost, then low cost that creeps higher than the initial.
Skills cost slots in tiers. Let's go with a J curve again, unlocking the 0-5 range is more expensive than the 5-10 range, but less expensive than the 25-33 range. You purchase the ranks themselves with XP.
Feats work simply, except we replaced classes with feats as well, them giving the player the mechanics that class previously provided. Perhaps make it a set of tiered feats, each new one requiring the previous. Let's go with the J curve again. But otherwise - you spend both slot AND xp to acquire a feat.
Now, what do we do if the character doesn't maintain their skills, or wants a change of pace? They may "forget" any investment that isn't considered the prerequisite for something else. This returns their slot points, but the XP is lost forever. However, since they were able to RP learning the new skills and invest XP into the appropriate pool, even if the pool at the time was limited, they can "quickly" learn the new skills, seamlessly transitioning from A to B both ICly and OOCly. Now that they learnt the new skills, they can invest more XP and so on.
Boom. No more RCRing. No more weird cases of the character sheet being months behind someone's RP.
No more weird multiclassing since everything is available to everyone*
*provided they have the right chargen stats for it.
In other words, let's take SWG's pre-cu character sheets and adjusted them in spirit of Dark Heresy's and D&D 3.5's.
So long as the above system isn't implemented, we WILL need RCRs, or we'll find ourselves breaking the golden rule of "Play your character sheet."