XP Cost (3.5e Variant Rule)

From D&D Wiki

Jump to: navigation, search
This material is published under the OGL 1.0a.


XP Cost[edit]

To heavily limit the use of some psychic skills, the GM may require an XP cost in addition to (or instead of) the skill’s normal strain. Even a small XP cost (between 1 and 10) makes players more reluctant to use that psychic skill freely and a larger XP cost (100 or more points) makes the skill quite rare, since character’s won’t be able to afford to use it often. XP cost is best reserved for psychic abilities the GM wishes to confine to once in an adventure uses (at the most) and skills that may have a major impact on the campaign.



Back to Main Page3.5e HomebrewRulesPsychic PowersCustomizing Psychic AbilitiesAlternatives to Strain

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is Open Game Content from Advanced Player's Manual. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains OGC from Advanced Player's Manual material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Home of user-generated,
homebrew pages!


Advertisements: