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#21 | |
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Join Date: Jun 2022
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Run the game you want to play in. Doesn't ahve to be. Hand out 25 exp per session if that's what it takes for you Players to feel the advancement. Run the game you want to play in. I'm making that my new slogan, "Run the game you want to play in." |
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#22 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard I don't think we're in Oz any more. |
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#23 | |
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Join Date: Nov 2024
Location: Northern Midwest, North America
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#24 |
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Join Date: Feb 2005
Location: Austin Texas
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I have a standard rule that makes attribute raises allowable. When you get enough skill points that allows you to raise an attribute without losing levels I allow them to switch out the points.
So lets say you have 10 Dex level skills at the 4 point level you can drop them down to the 2 point level and add a level of Dex. Though I essentially never use different attributes for skills. I also give 2 to 3 points for each game and allow them to add advantages (with GM ok) that fit their circumstances. Also a lot of "magic" types use advantages for the powers if you make scalable powers they can easily grow. I should warn that it takes about 30 to 50 games before we switch to a different game as the characters get kind of hard to challenge. I tend to run cinematic games in general but the feeling of no advancement is pretty easy to combat but you have to warn them that campaigns will be likely be shorter.
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He stared out in the distance to see the awesome might of the Meerkat war party. |
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#25 |
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Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
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About stats and advantage problem... Had that one. Now I give points that you can only use on advantages and stats. You can grow your psionic powers just because, but not learn physiology.
And for skills you need to get xp by learning. Time skips are very frequent thing in games I run or play. Everyone likes to craft, I suppose. Or make me build churches, for some reason. And I give xp in things characters used in some interesting way, or to get to some milestone, or just +1 xp to HT or Hard to Kill for not dying. To skills I give points too. But this is what we came up to. Everybody in my group js using this 'advancement system' so I suppose everyone like that I don't know if it would be helpful to someone, but here it is) |
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#26 |
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Join Date: May 2005
Location: Lynn, MA
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I did a post on this years ago, referring to it as "Ongoing Optimization" and the general consensus was that that is what people tended to do in general.
It should be pointed out that this is not without a cost outside of the point accounting. It will have an impact on the effectiveness of the affected skills when floated to another attribute! |
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#27 | |
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Join Date: Jun 2013
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The point was more so that you can build a veteran with a wide array of related abilities without the system pushing you toward re-envisioning your character as a DX-monkey or high-IQ genius with only modest skill investment, as the latter is far less expensive (and the drawback of reduced skill when floating to another attribute tends to be more than made up for by having a higher DX+Speed or IQ+Per+Will, as those have their own benefits). But it would also work well for advancing an existing character - every [4] goes toward giving a +1 to a single skill, and once you've boosted three skills this way then once you've built up another [3] you can pull those points back out and combine them with that [3] to get a level of Training which gives a +1 to all the relevant skills.
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GURPS Overhaul |
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#28 | |
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Join Date: Mar 2006
Location: Iceland*
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Za uspiekh nashevo beznadiozhnovo diela! |
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| Tags |
| bonus points, character advancement |
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