I've been toying with one of my D20 projects, and I came across an
interesting situation.

   The OGL states that you can't describe the process of applying experience in
regards to increasing the Experience Level of a character. Which is all fine and
dandy. However, one of the elements I've been working with is the broad category
of human augmentation; cybernetic and chemically augmented characters can be
loads of fun in a futuristic setting, but unfortunately a starting character
with such enhancements would be superior to another starting character without
such enhancements. For existing characters, adding a neural interface or
anabolic boost would be as simple as buying a sword or shield, but in a genre
where such things are commonplace (cyberpunk and other sci-fi settings), it
would be likely for a character to begin with such augmentation as part of their
starting "equipment". So, this brought me to a tentative conclusion.
  Basically, the idea was to make a character pay for the starting augmentation
with an XP penalty, like that used in creating a magic item. As far as I can
tell, a negative XP level is possible without causing penalties; it would simply
*imply* you need that much more to reach level one. It doesn't describe the
process of applying experience, any more than listing the XP cost of a new magic
item does. Since it would apply to characters gaining such devices later on
during play ("adjustment times" and such), it also wouldn't be a "character
creation" specific element any more than a new Feat is. I'm pretty sure that
this is essentially a new rule sub-set, not a character creation or experience
level adjustment rule in another form, but I'm hoping to get a bit of
confirmation on this. Any thoughts? Possible alternatives if this is dipping
into the no-no regions of the OGL?



Chris Morvan, the guy who can't find his damned sig file.

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