06-16-2019, 09:20 PM | #11 |
Join Date: Aug 2004
Location: Tokyo, Japan
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Re: Capping character points and further customization?
I could see this working, if the players are happy with it. A game's focus can move away from to advancing a character to playing the same, established characters (with slow changes over time).
However, being absolutely necessary to lower some ability to gain another sounds stressful. Adding one or two skills from time to time should not always require you to lose another ability. How about giving out less character points after reaching a certain point (such as 300)? Since their characters are "advanced enough" and "established themselves", you can limit the points you hand out to 1 point per session, or even 1 point per every other session. As for losing some ability to gain another, I think heavy GM oversight is unavoidable. Combined with guidelines such as:
However, this would all depend on how the players feel. If they enjoy advancing their characters, you should not deprive them of that fun. Last edited by finn; 06-16-2019 at 09:26 PM. |
06-17-2019, 07:21 AM | #12 |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Capping character points and further customization?
That seems like adding complexity that won't get you much benefit. I can understand the thinking. In real life, because I haven't practiced karate in a couple years, my karate skill probably lost a few points to time, but in that time I've been doing a lot of writing, so maybe my writing skill has gone up. It makes sense.
But in a game like this, the skills that the characters don't use are pretty much useless points anyway, and awarding points and allowing them to improve skills with those points is a bit like that anyway. And it doesn't require keeping track of which skills haven't been used in a while and which skills the character used in any given session. And does picking one lock in a session provide as much opportunity for skill advancement as someone using their Melee Weapon: Knife skill all through two separate battles for that session? If you're fairly intent on do this because the realism appeals to you, you'll likely have to accept a fair amount of record keeping (maybe a spreadsheet to help?), so you can provide your players with a list of skills they're allowed to improve after each session. I'm also focusing on skills a lot. I think Skills fit your idea best. I'm not sure I like the idea of advantages being swapped or attributes being adjusted like that. |
06-17-2019, 01:12 PM | #13 |
Join Date: Sep 2018
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Re: Capping character points and further customization?
If you're concerned with power levels in long running games I'd be more inclined to put rules on your table that blunt bullet shaping. Have skills require more campaign time the higher the point values go. Limit advantage gain, stretch out attribute purchases as they rise in power.
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06-17-2019, 02:03 PM | #14 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Capping character points and further customization?
To be honest, I've considered pretty much doing away with XP as an adventure reward. Limit character growth to training during downtime and "on the job," probably combined with skill maintenance. But using mutable point totals for all the stuff that happens to you (good and bad) along the way.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
06-18-2019, 12:07 PM | #15 |
Join Date: Nov 2016
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Re: Capping character points and further customization?
I would not cap the character points.
Once I thought it could be a good idea capping the amount of character points (CP) a player character (PC) could amass; sometimes, when PCs get “too powerful” the campaign derails or gets harder to manage. However I could not simply do that, so I decided to stablish some rules to administer PC growth. Here’s my suggestion, a “system” that has helped me:
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