@Sunny said:
@Derp said:
@Sunny said:
To keep the game at a power level that fits with the campaign that I will be running while still allowing a very generous number of ways to earn experience.
This is not going to do what you think it's going to do.
Yes, it actually is.
Alright, then. If this is the intended goal, then I have to think you're just bad at game design, and shall choose not to play there.
Not only is a 200xp human different from a 200xp vampire different from a 200xp werewolf, two 200xp werewolves are going to be worlds different from each other.
Yes, and there is yet more of a world of difference between a 200 XP character and a 750 XP character. I am more concerned about this difference than I am between the factions. Some character choices are more powerful at some things than other characters are. That's as true at 15 experience as it is at 500.
How in the world do you figure this? Your methodology relies on the idea that characters who hit a certain amount of xp 'level up' in some fashion. This is not how world of darkness works. A character that has 200xp invested in Contacts and Retainers is in a world different place than a character that has 200xp dedicated to fighting styles and combat skills. It just doesn't work that way, and you're treating the system as if it does, which is at best naive and at worst shortsighted.
Experience level does not relate to power level.
This is incorrect.
See above.
That largely comes down to build choice.
Build choice impacts it; how many experience you have to spend on that build also has a significant amount to do with it as well. I can do more with 500 XP than I can with 50.
For some things, yes. Not for all things. Build choice is the ultimate arbiter of this, not your experience level. I can do plenty with a 50xp combat character that I can't do with a 500xp social character. It depends on the stories told and what design I took with it. I don't hit level 10 when I hit 200xp, so there is no way to distinguish my 200xp from some other guy's 200xp and call them the same. Again, it just doesn't work that way.
And as @coin mentioned earlier, when you set a hard cap, you're just going to end up with people who frontload a whole bunch of other stats and ignore others.
This is how tabletop works.
And you think that's it's not going to work that way in a MU? That the two are so magically different that something you would see in one can't happen in the other? Are you new here?
I see the reasoning that you have. But your reasoning in this instance is faulty. It's based on the false premise that characters at the same level of xp are at rough parities of power.
Er, no. It's not. It's a limiter on upper power level. It's a cap, not an equalizer. If I was (stupidly) attempting equality I'd simply give a flat rate of XP to all characters (including those not made yet) at a set time. This system is not an attempt at making things equal.
And that's simply not the case.
If you're not looking for equality, then what the hell is the point of your xp cap? Again, going back to the first statement, not only does this not do what you think it's going to do, I'm not even sure that you're aware of what you want it to do in the first place, given that your premises contradict each other.
WoD is not World of Warcraft. If that's the way you want it to work, try the D20 World of Darkness, Monte Cook's version. This is going to solve a lot of your issues.