Alternative to Goal System in Arbor | World Anvil
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Alternative to Goal System

A big old rant

  As a potential alternative to the Goal based experience system we will be running milestone style advancement though with a slight twist to get the things I want out of it. From a pure game design perspective I will make no allusions I hate milestone it makes it hard for you as players to know when you are going to level up and at the end of every session you will invariably ask have we gained a level, for each time you do I'll link to this page and put the time to level up back one session, I hate milestone and killing monster based systems because they either directly reward murderhobo ness or in the case of milestone give no control of your own destiny to the player. I can withhold levels forever and you have no choice but to accept it. So in light of that I am proposing this, you are in charge of your own level advancement when you as a group agree that a story beat milestone has been reached at the end of a session you level up, I have some input into this but ultimately that power is in your hands, level fast and you'll only ruin your own fun and challenge so be warned.   Furthermore I'm proposing adding in the following Goal system to allow me access to what I need as a DM to understand your character motives and motivations (thank you Carrow)  

Reward Points:

  Upon completing a goal, you gain a number of Goal Points based on the difficulty of the task: 1 for Direct, 2 for Composite, 3 for Elaborate, and 4 for Convoluted.   If you do not have a Destiny Point when you complete a goal, you also gain a Destiny Point.  

Destiny Points

What's a destiny point you might ask? Well it's an idea borrowed from a few different TTRPGs to allow you to create moments of destiny. They are rare and special so use them wisely.  

Spending Destiny Points:

  You can only have one Destiny Point at a time, and only you can benefit from the effects of your Destiny Point. You can have both a point of inspiration and Destiny Point concurrently. Destiny points can be spent in the following ways:  
  • You can expend a Destiny Point as you would a point of Inspiration to gain advantage on one attack roll, ability check or saving throw.
  • When you roll initiative, or at the start of a round during combat, you can spend your Destiny Point to choose your position in the initiative order for the rest of the combat.
  • When you hit a creature with an attack, you can expend your Destiny Point to gain advantage on the damage roll: you calculate the entire total of damage twice, and you can use either total.
  • At the start of your turn, if you are dying, you can expend your Destiny Point to return to 1hp.
  • When a creature within your reach takes damage, you can expend your Destiny Point and use your reaction to take the damage instead.
  • To start a flashback

Goal Points

A goal point represents direct character growth maybe you were studying to become a better warrior or perhaps you were trying to advance your skills in cooking or some other skill whatever that may be goal points can be spent in the following ways:  

Spending Goal Points:

  Goal Points can be expended in the following ways:  
  • 12 points: Gain proficiency in one tool or language of your choice.
  • 20 points: Gain proficiency in one weapon or skill of your choice.
  • 28 points: Gain expertise in one skill or tool of your choice with which you are proficient.
  • 36 points: Gain the benefits of an Edge, as listed below, or gain proficiency with one type of armour.
 

Additional Options:

  Additional unique proficiencies are available through spending Goal Points, which are listed below. Use of these skills allows you access to information and outcomes unavailable to normal ability checks.   Skill: Dungeoneering: Checks related to dungeon delving, traps, spelunking and underground dwelling creatures. Skill: Technology: Checks related to the operation and knowledge of modern artificer tech and precursor machines, and other technological marvels. Tool: Electricians Tools: This kit contains the hardware necessary to allow access into most electronic devices. Proficiency with Electricians tools lets you add your proficiency bonus to any Intelligence checks you make to connect to or make use of an electronic device. The kit fits snugly in a backpack or toolbox  

List of Edges

Edge Benefits Original Feat
Amateur Dramatist You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. Actor
Athlete When you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. Athlete
Cook You gain proficiency with cook’s utensils if you don’t already have it. As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. Chef
Delver You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score. Dungeon Delver
Fast Healer When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). Durable
First Aider When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. Healer
Gunslinger You ignore the loading property of firearms. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Gunner
Hardy Your hit point maximum increases by an amount equal to your level when you gain this minor feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional point. Tough
Polyglot You learn three languages of your choice. You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. Linguist
Prowler You can try to hide when you are lightly obscured from the creature from which you are hiding. Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. Skulker
Pugilist You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. Tavern Brawler
Resistant You gain proficiency in one saving throw of your choice. Resilient
Rider You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Mounted Combatant
Sharp Mind You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month. Keen Mind
Trap Survivor You have advantage on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps. Dungeon Delver
Wary You can't be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. Alert
Watchful If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. Observant

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