Doesn't the OGL specifically say that you can not change the XP needed to gain a
level?
My suggestion would be to use the "monster level" in the DMG. Effectively, the
player expends a level (pre-creation) to get the super-cyber outfit. This
particularly works well if your players all start at "level 3". So they could
either be level 3 fighters or level 2 fighters + level 1 of cyberware.
-dunk
---
John Dunkelberg ([EMAIL PROTECTED])
"... the key to longevity is not dying" -C.Osgood
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of korath
> Sent: Friday, January 05, 2001 10:26 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [ogf-d20-l] Acceptable uses of XP that comply
> with the OGL
>
>
> <<
> 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.
> >>
>
> You could do this. Create a "new" XP chart.
>
> For instance, if you require say an initial 2,000 XP before the
> character can become "level 2", you could create the chart like this.
>
> Character
> Level XP
> 1 0
> 2 3,000
> 3 5,000
> 4 8,000
> 5 12,000
> 6 17,000
> 7 23,000
> 8 30,000
> 9 38,000
> ...
> ...
>
> This is completly acceptable, as the player/DM would still
> have to rely
> on another source (ie PHB) to use the table properly. If
> these enhanced
> characters simply have an XP penalty (such as 10% of all XP is lost),
> you can simply state "because the characters enhancements help the
> character out so much, by making tasks easier, he doesn't
> learn as much
> as a normal person relying on their own natural abilities might.
> Because of this 10% of all XP the character gains is lost".
>
> --
> Korath,
> http://www.korath.com
> "He was already dead, he died a year ago, the moment he touched her.
> They're all dead, they just don't know it." --Eric Draven, The Crow
>