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#31 |
Join Date: Dec 2017
Location: behind you
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True. And/Or maybe 114 years is completely bogus.
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#32 | |
Join Date: May 2015
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The rate of XP gain is entirely up to the GM, and is also entirely disconnected from GAME TIME and even from GAME EVENTS. Per RAW suggestion, a GM might play a "session" at lunch at school and hand out 100 XP because the other players made them laugh and were cooperative, AND that session might represent half an hour or less of game time. Or it could be the opposite extremes, or anything else. And XP now seems intended to only be used for PCs (sigh), since the rates are based on what the players do (sigh), which leaves the RAW without any guidelines on what NPCs do to improve at what rates. And NPCs are probably going to be the ones making (or having made) most/all of the magic items that exist in the world. |
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#33 |
Join Date: Aug 2004
Location: Pacheco, California
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How about this for an Alternate XP progression schedule:
Attribute increase attempts always cost 100XP. You pay 100 XP, name the attribute you are attempting to increase and roll 8 dice. If the total rolled is greater than your current attribute total you increase the named stat by one. Otherwise better luck the next time you've saved up 100XP. Giants automatically increase their ST by one point on each birthday. Gargoyles get a bonus roll (wanted or not) to attempt to increase their ST by one point on each even birthday. Reptile People and Centaurs get a bonus roll (wanted or not) to attempt to increase their ST by one point on each third birthday. (21, 24, 27, ....) Halflings, Goblins and Elves roll against 7 dice for ST attempts. Dwarves roll against 7 dice for DX attempts. Hobgoblins and Gargoyles roll against 7 dice for IQ attempts.
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#34 |
Join Date: Sep 2018
Location: North Texas
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Yikes! No thank you!
Points for out-of-the-box thinking, though. ;)
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#35 | |
Join Date: May 2015
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Also, since you don't even charge the 100XP for a failure, the cost is just 100 XP per attribute, with some sort of delay added. So experienced characters will end up with piles of XP to spend on talents and spells and wishes (and gold, if the GM allows that), and just waiting until they fail these rolls to advance in attributes. My first thought was to have each attempt cost 100 XP whether it succeeds or not. I think the roll-over idea is a nice idea with potential - I knew a GM who did something sort of similar for an improvement system in GURPS and other systems, where you gained experience in things only when you failed significant rolls to use those things. In that case, it was a way to combine tracking of how much you were using things to do difficult things in a natural way that had those things improve with a built-in diminishing returns curve. |
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#36 | |
Join Date: Dec 2017
Location: behind you
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A lot of people write backgrounds for their NPCs as if they were PCs. How did NPC get to be who he is today? Gather 'round the camp-fire and let me tell you a story...
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Miranda Warning: Anything you say can and will be used against you in a forum of rules-lawyers. |
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#37 |
Join Date: May 2015
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Well, they exist on paper, and however they exist in the game. I and most of the friends I most enjoyed playing with, were interested to some degree in immersing by taking the experience somewhat seriously and that included having the NPCs have some logical existence, at least in theory. We had a lot of NPCs who spent a fair amount of time with the players because (as TFT greatly rewards and almost requires) adventuring parties tended to have quite a few NPC members. Where are they from, what are they like? As we continued to play, we as players got more curious about the world, and we as GMs got more and more capable and interested in what's in the world and why it's that way, and one of the topics of particular attention started to be what's available at wizards' guilds - what (if any) magic items, gates, services, information, training? We tended to play out visits to guilds, which means there were natural questions at least about what you saw, who you talked to and saw, and what they said, and so the GM naturally would think about how many wizards there would be in a guild house, what their abilities would be like, and what they would choose to do with themselves. If you stop and think about that sort of thing, you realize that unless you are in a huge guild house filled with many powerful wizards, and they all are interested in doing all sorts of things for adventurers for coin, then there will be limited goods and services available, and having a self-consistent idea about how much that is, is something we very much enjoyed exploring both as GMs and as players. It leads to thinking of interesting situations and reasons for various sorts of intrigue and adventure and plotting, which can be naturally supported by the game system and the thought the GM puts into it. If the GM does not put much thought into it, but the players explore and exploit what they can find, you can get into paradoxes or at least embarrassing weirdness when the GM has to choose whether there were really as many wizards with the IQ and spells needed to produce the things he just said "ya sure" to in the past, and then how many wizards are there in the rest of the world, and how does that compare to the world population... it's nice when some thought has been given to that sort of thing, and it can hold some water and therefore enable play that can be interacted with without the world having weird situations that don't make sense.
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#39 | |
Join Date: Dec 2017
Location: behind you
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Miranda Warning: Anything you say can and will be used against you in a forum of rules-lawyers. |
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#40 | ||
Join Date: May 2015
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