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Experience So I have been giving some thought on this and decided I wanted to shift slightly away from some of the traditional EXP gain roll models that various d100 games have knocked about. I have no idea if others have done this or not. It is not a huge difference. This clicked in my head based on ideas from Clint Staples' blog. https://d-infinity.net/game-content/runequest-thursday-136-alternate-rules-experience-checks#comment-3301521036 This is a first pass really Q21 Experience Gains When a character successfully uses a skill during a game session, he or she notes it down. At the end of the session, for each such skill, the player makes a Intx(Y) roll. Succeeding means the character gains 1d6% OR 3% (the player chooses) Y = a multiplier based on the current level of the skill. Skill Level Roll 1 to 50 Intx5 51 to 75 Intx3 76 Intx2 Curious what folks think. This will be going into some playtest material I am working on.
Experience is pretty essential for life, right? We experience things and (hopefully) learn from our triumphs and mistakes. It works the same way in role playing games because you are a person (or robot) and people (and robots) grow through learning. Even if that learning takes place at the business end of a blaster. I mean, who doesn't watch Solo and Greedo and think "Yep, I am gonna shoot foist EVERY TIME!". I suspect that comes out of he grading system found in many war games. (Again, don't know that for sure.) I liked the experience system in d100 games, starting with Runequest when I played that. At the time I was playing though, experience was a big deal. As gaming has progressed, experience seems to be less and less relevant as campaigns become shorter and shorter or gaming becomes a series of one shots. This is not a bad thing, but can call into question time spent on designing the experience system of a game (or blogging about it... maybe). I still think an easy to follow but meaningful experience system is important, as is a system that allows for the creation of characters at a certain power level. So in essence you need 3 experience systems. Traditional medium to long term experience system that helps characters develop over time. A faster system that gives the feeling of change over a short number (2-4) of sessions A Jump Start system tied to character generation that lets you create an experienced character of a certain power level. Keeping number three in mind I am considering using a Life Path style character generation and having extended life events for higher power levels. Unlike a class based system you just can't pick a level and go.