Bat in the Attic - GURPS Content Post
Looking at a better way of awarding experience in relationship to in-game time.
Post Link to an earlier post that looked at applying Runequest's method of XP award to GURPS. Two campaign logs to illustrate how my GURPS campaign go. The Nomar Campaign, Part 1 The Nomar Campaign, Part 2 |
Re: Bat in the Attic - GURPS Content Post
Welcome to the Brotherhood of Bloggers Who Blog Too Much! *hands decoder ring*
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Re: Bat in the Attic - GURPS Content Post
<twiddles with the ring>
"Eat more GURPS Flakes." I knew it was too good to be true ;-) |
Re: Bat in the Attic - GURPS Content Post
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Re: Bat in the Attic - GURPS Content Post
If you think RuneQuest method of learning through experience is good you have obviously never actually played RuneQuest. It is an abomination. Any player with half a brain games it unmercifully. You end up with a party of tick hunters who have every skill in the game on their character sheets, and whose best skills are those they randomly happened to get lucky with.
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Re: Bat in the Attic - GURPS Content Post
That sounds like my experience with Palladium Fantasy
'Gain CP for using skills? Use skills on EVERYTHING!' |
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But the primary reason the issue doesn't come is due to my style of refereeing and running a sandbox campaign. |
Re: Bat in the Attic - GURPS Content Post
How does one start a skill under this system? Can you buy it with a character point, or do you have to succeed at a default roll? The latter would reproduce a problem I found in playing a long RQ campaign: when your skill is very low, getting a tick is (a) quite hard work, because your chance of success is low and (b) dangerous, because you're using up actions on things that probably won't work.
Does your GMing style involve many rolls at penalties? (GURPS Action's BAD makes them very common) I could see that having a problem with this system, simply because a skill of 14-15 becomes highly unreliable when subjected to significant penalties, yet rolling above it to gain skill is quite unlikely. Overall, having played quite a lot of RQ, I think I'd prefer playing GURPS with smaller cp awards than using this method. |
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The other method is to save up some coins and train. In practice the PCs just used their free cp or cp earned through achieving goals. Once the group decided to take some time out and train their first cp. Each picked a skill and one I think picked a skill that needed 1 cp in. Quote:
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In general I don't recall having many rolls at penalties. |
Re: Bat in the Attic - GURPS Content Post
I look at adding d6s to a GURPS success check and see if it is similar to the advantage/disadvantage mechanic of D&D 54.
http://batintheattic.blogspot.com/20...advantage.html As Douglas Cole points it out each d6 added and taking the highest 3 or lowest 3 is equivalent of +1 or -1 modifier. |
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