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#1 |
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Join Date: Jul 2006
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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 |
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#2 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Welcome to the Brotherhood of Bloggers Who Blog Too Much! *hands decoder ring*
__________________
My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
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#3 |
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Join Date: Jul 2006
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<twiddles with the ring>
"Eat more GURPS Flakes." I knew it was too good to be true ;-) |
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#4 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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"GURPS Flakes, starting your day off the generic way!"
__________________
My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
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#5 |
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Join Date: Jul 2006
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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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#6 |
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Join Date: Feb 2009
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That sounds like my experience with Palladium Fantasy
'Gain CP for using skills? Use skills on EVERYTHING!' |
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#7 | |
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Join Date: Jul 2006
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Quote:
But the primary reason the issue doesn't come is due to my style of refereeing and running a sandbox campaign. |
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#8 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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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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#9 | |||
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Join Date: Jul 2006
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Quote:
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:
Quote:
In general I don't recall having many rolls at penalties. |
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#10 |
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Join Date: Jul 2006
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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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