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Earning XP

Started by CYMRO, December 04, 2006, 01:22:21 AM

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Poseptune

Quote from: CYMRO'S CABBAGE CAVALCADE
QuoteLet's write the equation: (ranks +5) x reflex modifier
Now let's substitute values: (0 (ranks) +5 (constant)) x 2(reflex modifier)
Time to do the math: (0 +5) x 2 = 5 x 2 = 10 xp

No ranks, no skill.  Is it that hard a concept?

So, you are doing the math wrong, because without skill ranks, there is no need to go any father with the math.  No contradictions.

I understand what you are saying, but the text in the original post for item 2 should probably be changed to reflect that if a character does not have a ranks in a skill they do not get any exp for a successful check. As it is written now it translates into the formula above.

Quote from: CYMRO'S CABBAGE CAVALCADE
QuoteLet's say he has the following abilities mods: Accuracy +2, Reflex +0, Toughness +2, Strength +0 Intelligence +4 Wisdom +2.

You need to read over the whole proposal, because I am not using mental stats.  That is what RPing is for.

I had read the ANWTP when it was being concieved and there I thought it had been established that there were 6 abilities. If you are not using intelligence or wisdom, then ok that is why I don't see anything refering to intelligence or wisdom. I would ask what do you do with knowledge skills, craft, and other int or wis based skills, but this is a thread about XP so I don't expect an answer.

If all of your skills are reflex based then I see nothing wrong with item 2 from your original post. If all of your skills are not reflex based then I believe another multiplier should be found. (snakefing's traits might not be bad, but that mgith start getting you close to a class system. Maybe not, I don't know.)

My point is that the way the original post is written and the multipliers used make it so that a character has to fall into one (maybe combinations of them also work):

The Strong and/or Accurate Fighter
The Agile Skillful character
The Tough and/or Agile Healer

Ok the bookworm concept doesn't have an int or wis score, but the concept is still viable. We can also change him to be a healer that spent the majority of his time studing the body (human and other if you have other races) not getting much excerise or fresh air. Studying countless books and spells he only eats when he remembers, so he isn't the healthiest healer (doctors are the worst patients). Great healer, not very agile or healthy can throw a flask of chemicals or pull the trigger on a crossbow (even though his aim may not be that good) a viable concept that will be surpassed in experience by anyone who makes a character from the above categories or any combination of them.

You did not hurt my feelings, but I was expecting more of a response to the part you skipped in the first post. The point I was trying to make with the example quotes and the healer is that the multipliers as they are favor specific chracters.

If I may ask, what is the point of making an experience system for a system that is leveless and classless? Do x amount of experience = 1 point?

Have you checked out Mutants and Masterminds? (they use intelligence and wisdom, but it is a classless semi-levelless (you have powerlevels which tell you how many points you get) point based system
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 Markas Dalton

snakefing

Quote from: Boreas[(snakefing's traits might not be bad, but that mgith start getting you close to a class system. Maybe not, I don't know.)

To some extent, this becomes kind of class-like. Although it does depend on how you assign traits. For example, if you allow one super trait (x3), one good trait (x2), two normal (x1), and one flaw (x1/2) out of five possible categories, the number of possible combinations is quite large and not very class-like.

Anyway, the system as written above highly favors character concepts that focus on one area and try to increase the multiplier to the max in that one area, then focus their actions so they take maximum advantage of that multiplier. That itself could become a pseudo-class, in the sense that successful characters will all fall into one of a small number of favored paradigms.

Quote from:  1 point?
[/quote
I think the idea is that skills, feats, features, BAB, saves, hit dice, etc. will all be bought with XP. So even though there is no "class" to constrain what you can buy with your points, nor any concept of overall "level" to drive progression, there is still a need for some mechanism to gain the points you use to buy up your abilities. Whether you call them "character points" or "experience points" or something else is pure nomenclature.
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CYMRO

Quote from: snakefingI do think that there needs to be some more thought given to XP for spell casters. I presume that damage dealing spells would earn XP using the (damage dealt) formula, and healing spells under the (points healed) formula, but what about spells like Invisibility, Fly, Charm Person, etc? (I know your magic system is different, but surely there are some spells that are neither combat, defense, skills, nor healing.)

I agree.
It is easy enough to give  each spell a DC, that would seem the logical way.  As we have been playtesting casting (where most spells have daily limits that are upgradeable individually), this would fit nicely.




QuotePerhaps the dependence of the multipliers should be decoupled from the characteristics, in favor of some kind of traits? For example, most characters get a x1 multiplier for skill checks, but those who take the Skillful trait get x2, or those who take the Inapt flaw get x1/2 multiplier. This way, you can create as many traits as you need (Skillful, Combative, Mystical, Compassionate, Defensive, Physical, Sociable, whatever) to cover as many categories of experience as you feel are needed. (Unfortunately, that would add one more layer of complexity to the system.)

But anyway, that way nothing would prevent a character from taking Combative trait, regardless of which characteristics she uses or what fighting style she prefers.

Quite brilliant. I must get this editted into the first post.   :band:

CYMRO

Quote from: snakefing
Quote from:  1 point?
[/quote
Yes.  Everything costs a set amount of xp.  You start with 15,000 to spend as you want.  Humans, in a recent test-variant, start with 5 bonus skill points.  

You want, say a bookworm/healer?
No problem.  
Basic Weapon Group Prof:  2000xp.
5 ranks in Knowledge(History): Bonus for being Human.
Lay on Hands: 5250xp(able to heal 21wp/vp per day).
11 ranks in various Knowledge skills: 7700xp.
Total:14,950xp.  50 left to build on.