I'm currently making a Dragon Ball Z race Homebrew and they have a racial ability that when they nearly die they gain a boost in power level. Now I've already figured out how this works in an XP leveling system I.E: Doubling the amount of XP you have total when you become stable after either succeeding in death saving throws or are stabilized by other means. However I'm trying to find a balanced way of implementing this feature in Milestone leveling. Does anyone have any ideas on how to implement this and/or find a way to make the XP boost a bit more balanced?
If the idea is to give a permanent power boost whenever you nearly die, it's not going to be balanced. I suppose it wouldn't be so bad if there are just some features that only unlock after you nearly die x amount of times, but even then it'd be very strange, and ridiculously easy to cheese ("I threw myself off the building and landed right next to the Cleric! Now I have a ton of new abilities! Hooray!").
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Maybe having this ability wasn't the best idea. I could simply change it to that when you nearly die instead of doubling your xp you instead add about 10-20% to the xp total that you have. I mean hypothecically you could just grind it out but that would take forever to do.
I would gently suggest you abandon the idea altogether in favor of some other reward. A cleric with spare the dying would essentially be an infinite experience machine, and it wouldn't take long at all to grind with exponential growth. Moreover, experience rewards that differ across characters can lead to power imbalances in a party that can be managed, but they are tricky.
Instead, you may consider offering up inspiration to a player that succeeds on three death saves. That way, the reward isn't a permanent power-creep concern AND you can't cheese it by having a medic nearby.
I'm going to agree, a character that A) actively wants to die and B) as a result outpaces the rest of the party sounds like the worst comrade ever. The rest of the group would have to constantly be fighting without you, spending actions reviving you, and all the reward from their extra work goes only to you. This is just not a good dynamic for a team game.
I'm currently making a Dragon Ball Z race Homebrew and they have a racial ability that when they nearly die they gain a boost in power level. Now I've already figured out how this works in an XP leveling system I.E: Doubling the amount of XP you have total when you become stable after either succeeding in death saving throws or are stabilized by other means. However I'm trying to find a balanced way of implementing this feature in Milestone leveling. Does anyone have any ideas on how to implement this and/or find a way to make the XP boost a bit more balanced?
If the idea is to give a permanent power boost whenever you nearly die, it's not going to be balanced. I suppose it wouldn't be so bad if there are just some features that only unlock after you nearly die x amount of times, but even then it'd be very strange, and ridiculously easy to cheese ("I threw myself off the building and landed right next to the Cleric! Now I have a ton of new abilities! Hooray!").
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I really don't think this is a good mechanical choice. I'd expect players to start punching each other into the ground to level up fast.
Maybe having this ability wasn't the best idea. I could simply change it to that when you nearly die instead of doubling your xp you instead add about 10-20% to the xp total that you have. I mean hypothecically you could just grind it out but that would take forever to do.
I would gently suggest you abandon the idea altogether in favor of some other reward. A cleric with spare the dying would essentially be an infinite experience machine, and it wouldn't take long at all to grind with exponential growth. Moreover, experience rewards that differ across characters can lead to power imbalances in a party that can be managed, but they are tricky.
Instead, you may consider offering up inspiration to a player that succeeds on three death saves. That way, the reward isn't a permanent power-creep concern AND you can't cheese it by having a medic nearby.
I'm going to agree, a character that A) actively wants to die and B) as a result outpaces the rest of the party sounds like the worst comrade ever. The rest of the group would have to constantly be fighting without you, spending actions reviving you, and all the reward from their extra work goes only to you. This is just not a good dynamic for a team game.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm