| Post/Author/DateTime | Post |
|---|---|
| Gilean05-18-06, 03:09 PM | Can be found here (http://www.anvilwerks.com/src/sweet20/experience.html). What do you think about it? Good points, bad points? |
| Pellanor05-18-06, 03:31 PM | It looks decent enough, but has some flaws. Primarily, it doesn't deal with Item Creation at all, or anything else that requires you to expend experience. |
| cmrscorpio05-18-06, 04:53 PM | How do you adjucate experience for encounters above or below your party's level? Do they get the same experience regardless of the encounter's difficulty. |
| Millennium05-18-06, 04:55 PM | The Key/Counter mechanic is very intriguing. However, I can't say I'm a fan of Sweet20's implementation of it. The major problem I see is that the Key/Counter mechanic doesn't appear to be geared toward overcoming challenges, but merely on taking actions whether or not they actually pose any challenge. Suggestions The Counter mechanism is a bit too simplistic. In the case of the Key of the Mission, for example, if you complete the mission you can (and are probably supposed to) lose the Key and gain 7 XP, but then you can never take up another personal mission as a Key. There needs to be some way to distinguish between fulfilling your Key (in which case you might someday take the key again, under different circumstances) and renouncing your Key (in which case you can't take the Key again). The Keys of Bloodlust, Faith, the Vow, and the Masochist seem to be very easy to abuse (Bloodlust, in particular, brings back the "go kill a goblin" problem). The Keys of Fraternity and the Guardian would be very easy to abuse, except for the 3-XP cap on those Keys. The rationale behind open-ended Key Scenes -the idea that characters can overcome challenges in many different ways- is a sound one. However, it doesn't take into account that characters can also fail to overcome challenges in many ways. The docs should caution DMs to plan their Key Scenes carefully, in order to deal with this. |
| Gilean05-20-06, 10:41 AM | First, this is not my system. The author is Clinton R. Nixon, an indie game designer.How do you adjucate experience for encounters above or below your party's level? Do they get the same experience regardless of the encounter's difficulty.I assume that the purpose is not to give experience for facing challenges. The standard exp system does that fairly well, which advices players to seek challenges. In this system, the point is to have palyers seek situations appropriate to their keys, probably. For example, for someone with Bloodlust and mission: Give a chance to fight in a difficult encounter (some guardian, for example), which will endanger the mission (more patrols, that sort of stuff). Or keep going and possibly face overwhelming odds when returning. Whatcha gonna do? Both will give XP. Both have good and bad points. |
| Vaelan05-20-06, 12:49 PM | The justification for the new rule is factually incorrect. The current experience system for the world's most popular role-playing system (WMPRPS) is wonky. Your character gains experience in one of two ways: He kills some dudes. If your GM is enlightened, he uses "story experience" rules, which means he chooses to give you some experience whenever he feels like it. You gain experience in D&D for overcoming challenges. Just because some DMs choose to apply this rule in a non-standard manner and only award experience for killing people doesn't mean that the rules themselves are to blame. However, this is really more of a nitpick because it is obvious that the standard XP system could be a lot better. The system is interesting, but it fails to fulfill one of the secondary roles of an XP system: to keep the characters similarly powerful. |