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Alternative Experience PDF Print E-mail
Written by Wil   
Friday, 02 November 2007

These are guidelines I have used in a modified form in both Cyberpunk 2020 and Mekton II games. I cribbed them from Chaosium's BRP - the intent is for experience gained to be applied directly to skills. A little more record keeping is involved.

The first time a character uses a skill during a session, the player places a mark next to the skill on the character sheet. If the skill is used again later in the session, another mark is not made unless the player rolls one or more six. One extra check mark is made for each six rolled. Example: A Venusian spy uses Seduction, getting one mark on the character sheet. Later, she uses Seduction again and rolls 5,6,6. She will get two more marks.

At the end of the session, an Experience Test is rolled using 2 dice for each mark next to each skill, modified by the character's Creativity. The dice are read normally (i.e., take the highest number, add +1 if a second six is rolled). If the result is above the character's skill level, one Experience Point is gained in that skill.

Using this system, characters should still receive "free floating" Experience Points that can be spent on any skill the player chooses or Emergency Dice. This includes skills that gained experience from use during the session from Experience Tests. The free floating XP can be used to discourage players from pointlessly using skills just to get Experience Checks, but encourage creative use of little used skills that contribute to the game with an extra check. Typically, a GM using this system would give out 3-5 free floating XP per session.

Last Updated ( Sunday, 04 November 2007 )
 
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