<nodding his head...>
ShaDoOoW wrote...
The best would be to not tell player why is he deleveled or tell him always only one reason, so if he try to become Harper Scout first delevel will teach him he need:
- allertness, now redo levelling process
- "you need iron will feat", again
- "you need also improved parry, just our custom change", again
- "you need at least 4skill ranks in discipline", again
- "you need at least 6skill ranks in lore", again
- "yea 8 persuade dude!", again
- "forgot about search? 4ranks idiot", again
- "what the hell you think you can become harper without being in harper guild?", again
Wow that would be epic fun! I can imagine how im redoing whole levelling up process and distributing all saved skillpoints all over again. (Would be a good idea to delevel anyone who will try to save up skillpoints anyway)
In the OP idea, one could be actually deleveled when changing all his sorcerrer/bard spell selection too, very funny.
Ahhh... sarcasm. But you do have a few good ideas hiding in there :-)
First and foremost, feedback on why you can't choose a class. It annoys me to have to dig through a class description and then compare it to my character (because I run a whole stable of them) to figure out what feat/skill I'm lacking. Generally, I have the data somewhere in this cavernous skull, but that's not the same thing as it occupying my forebrain :-P
In the default levelup process, there is no feedback. It would have to be scripted into an alternative levelup process.
On saved skillpoints... I prefer soft limits over forcing anything. I would prefer that you make the skill points as advantageous at low levels as saving them up is to high levels. That way the player makes his own trade-off choice.
I think (from this and other posts) that you prefer *no* restrictions...
I once ran a challenge campaign with 8 men for 6 months (we were floating in the Indian ocean, so I had a captive audience =). They could create 2 characters of any race/class/level they wished as long as the group as a whole made sense. They chose high-level drow. So I, um *
neutralized* Lolth :-) I promised a 50% mortality rate restoring Her. I delivered.
No restrictions can be interesting, even fun. But then, so is madness ;-)
I prefer context and framework, story and relationship. By the end of that campaign, so did 8 battle-hardened sailors :-)
Oops. Rambling. Sorry. Old wizards are not known to be terse :-P
<...as he tries to keep his eyes open>