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Drawing on Experience

Here's a thought for you...

What about using these "drawing on experience" rules to provide other types of points--not just DMs to task rolls?

Let's say a particularly nasty enemy needs to be put down. What about a character drawing on experience to come up with an extra point of damage (basically, a DM to the damage roll).

Bromley has 11 XP that he's racked up, and he's got another 3 XP tied to his Brawling skill. Because of his EXP score and his total skill levels, he's got a +2 penalty whenever he draws on experience.

Brawling with his hands, he'll do 1D damage. But, what if he's beat up, and Bob, Bromley's player, doesn't think Bromley will survive another successful hit by his opponent?

It's Bromley's turn. He's about to roll his Brawling attack roll...

...but Bob decides this is an opportune time for Bromley to draw on his experience.

Bob wants another 2 points of damage. He knows he can easily throw for 1 extra point of damage, but given his high XP score, Bob decides to gamble a little. He's going for +2 damage.

In order to draw on Bromely's experience, Bob rolls 3D +2 for 14-.

He rolls 3D because he's going for a +2 DM.

He is penalized by +2 on that roll because his total skills total 2 higher than his Experience score.

He's throwing for 14 or less because he's got 11 general XP and an additional 3 XP tied to his Brawling skill.

Bob rolls 3D: 6, 4, 1. It's a total of 11. But, we've also got a +2 penalty on the roll, so the total is modified to 13.

Bob is successful. Bromley has successfully drawn on his Brawling experience (he threw 14 or less).

Bromley will get a +2DM on his damage roll if he hits!.

So, the Brawling throw will be made normally, but if a hit is scored, damage will be 1D +2 (instead of the usual 1D for "hands").

And, in drawing on his experience, Bromley has "used up" some of his saved XP that he has earned over the previous game sessions. The 3 XP tied to his Brawling skill is used first, and his general XP pool is reduced by 10 points (for a total of 13 XP burned for this experience draw).

Bromley now has 1 XP.

Bob is going to have to earn more XP over the next several sessions before Bromley will have enough points to draw on his experience again.


==========================

That's an example of using the DM achieved by successfully drawing on experience for a damage roll.

What about doing something similar for damage reduction?

Let's say, in this very dangerous Traveller game, that a PC is about to be killed (likely to be killed the next time he is hit). Maybe a point or two will save his life?

What if the character drew on his experience to end up getting a point or two to reduce damage applied against him?


I think there's a lot of applications this type of rule can be used for.

I'm going to play test this in my next game session (in less than a week!).
 
Here's a thought for you...

What about using these "drawing on experience" rules to provide other types of points--not just DMs to task rolls?

Let's say a particularly nasty enemy needs to be put down. What about a character drawing on experience to come up with an extra point of damage (basically, a DM to the damage roll).

Bromley has 11 XP that he's racked up, and he's got another 3 XP tied to his Brawling skill. Because of his EXP score and his total skill levels, he's got a +2 penalty whenever he draws on experience.

Brawling with his hands, he'll do 1D damage. But, what if he's beat up, and Bob, Bromley's player, doesn't think Bromley will survive another successful hit by his opponent?

It's Bromley's turn. He's about to roll his Brawling attack roll...

...but Bob decides this is an opportune time for Bromley to draw on his experience.

Bob wants another 2 points of damage. He knows he can easily throw for 1 extra point of damage, but given his high XP score, Bob decides to gamble a little. He's going for +2 damage.

In order to draw on Bromely's experience, Bob rolls 3D +2 for 14-.

He rolls 3D because he's going for a +2 DM.

He is penalized by +2 on that roll because his total skills total 2 higher than his Experience score.

He's throwing for 14 or less because he's got 11 general XP and an additional 3 XP tied to his Brawling skill.

Bob rolls 3D: 6, 4, 1. It's a total of 11. But, we've also got a +2 penalty on the roll, so the total is modified to 13.

Bob is successful. Bromley has successfully drawn on his Brawling experience (he threw 14 or less).

Bromley will get a +2DM on his damage roll if he hits!.

So, the Brawling throw will be made normally, but if a hit is scored, damage will be 1D +2 (instead of the usual 1D for "hands").

And, in drawing on his experience, Bromley has "used up" some of his saved XP that he has earned over the previous game sessions. The 3 XP tied to his Brawling skill is used first, and his general XP pool is reduced by 10 points (for a total of 13 XP burned for this experience draw).

Bromley now has 1 XP.

Bob is going to have to earn more XP over the next several sessions before Bromley will have enough points to draw on his experience again.


==========================

That's an example of using the DM achieved by successfully drawing on experience for a damage roll.

What about doing something similar for damage reduction?

Let's say, in this very dangerous Traveller game, that a PC is about to be killed (likely to be killed the next time he is hit). Maybe a point or two will save his life?

What if the character drew on his experience to end up getting a point or two to reduce damage applied against him?


I think there's a lot of applications this type of rule can be used for.

I'm going to play test this in my next game session (in less than a week!).
 
I like this XP idea, particularly the critical success Skill-XP.
I'm already thinking of modding it so that when the skill XP reaches 12 points, the points can be exchanged for a permanent increase in skill level (maybe on a 2D6 roll). This, of course, would also act as a disincentive to draw experience points.
The idea could also be applied to characteristics when they are used with critical success.
My question is how many critical successes are likely to be obtained per skill per game year, and so how long will it take to increase skill levels, and is this rate of increase realistic?
Any ideas?
 
I like this XP idea, particularly the critical success Skill-XP.
I'm already thinking of modding it so that when the skill XP reaches 12 points, the points can be exchanged for a permanent increase in skill level (maybe on a 2D6 roll). This, of course, would also act as a disincentive to draw experience points.
The idea could also be applied to characteristics when they are used with critical success.
My question is how many critical successes are likely to be obtained per skill per game year, and so how long will it take to increase skill levels, and is this rate of increase realistic?
Any ideas?
 
Originally posted by Icosahedron:
I'm already thinking of modding it so that when the skill XP reaches 12 points, the points can be exchanged for a permanent increase in skill level (maybe on a 2D6 roll).
I've had some thoughts along that line too--but nothing definite yet. Still germinating.

Please post what you come up with in this thread here. I'd like to take a look at what you do with it.


This, of course, would also act as a disincentive to draw experience points.



If fiddled around with having negative XP.

For example, your character has 3 XP, and you decide to try for a much needed +1DM on your next throw. As the rules stand now, you'll roll 2D, and if your result is 3-, you'll get that +1DM. But, more likely, on a roll of 4+, you'll just end up wasting your XP (as all of those 3 XP will be eaten with the "drawing on experience" check).

The negative XP idea had it where, if you rolled over your allotment of XP, you'd accrue -XP (points you'd have to "pay back" when you earn XP). The pro of this would be that drawing on experience would be used much less often (you wouldn't "go for broke" with only 3 XP, because it would cost you in the long run).

But, I dropped this idea as, as it stands, drawing on XP is already rare, because we're typically only awarding 0-2 points each game session. It takes a while for a character to get enough XP to make the roll worth while, and once he uses up that XP, he's stuck for several more game sessions as he builds up more XP.

I mean, typically, a GM is going to award 0 XP or 1 XP in a game session to a character. If that character did an outstanding job (if the player did an outstanding job), then he'll get 2 XP. And, on those rare occasions that a player plays so incredibly well that he blows the room away, he'll get 3 XP.

I figured that the limit on drawing on experience is imposed by the XP award--and dealing with an extra complication of negative XP just wasn't worth the hassel.

Besides, those characters with more skill levels than their experience score are already penalized (penalized when drawing on experience, but they have an advantage in that they always get the skill level DM bonus to rolls--and they have a lot of skills to do this with).

My question is how many critical successes are likely to be obtained per skill per game year, and so how long will it take to increase skill levels, and is this rate of increase realistic?
Any ideas?
This depends on the system you are using.

I'm using the UGM. So, when boxcars or snake-eyes are rolled, a Critical Success or Critical Failure is possible .

The 6, 6 or 1, 1 on a roll dictate a check.

For example, Joni has DEX-7 and Pistol-2. She fires her pistol and rolls two sixes--a Critical Success may be in the making.

Under the UGM rules, the CS check is: Add DEX + Skill + Difficulty modifier together, and roll this number or less on 3D.

If the 3D is successful, a Critical Success has been made. If the 3D check is higher than that number, then the attack is normal.

To answer your question, using the UGM, my answer would be: not many. You're not going to see that many Critical Successes or Critical Failures--less than 2.7% (dependent on Stat and Skill level).

It also depends on how much dice rolling is done in your game. I've had some games where only one or two rolls are made all night.

Then, there's others (especially combat situations), where the players are rolling dice every round.
 
Originally posted by Icosahedron:
I'm already thinking of modding it so that when the skill XP reaches 12 points, the points can be exchanged for a permanent increase in skill level (maybe on a 2D6 roll).
I've had some thoughts along that line too--but nothing definite yet. Still germinating.

Please post what you come up with in this thread here. I'd like to take a look at what you do with it.


This, of course, would also act as a disincentive to draw experience points.



If fiddled around with having negative XP.

For example, your character has 3 XP, and you decide to try for a much needed +1DM on your next throw. As the rules stand now, you'll roll 2D, and if your result is 3-, you'll get that +1DM. But, more likely, on a roll of 4+, you'll just end up wasting your XP (as all of those 3 XP will be eaten with the "drawing on experience" check).

The negative XP idea had it where, if you rolled over your allotment of XP, you'd accrue -XP (points you'd have to "pay back" when you earn XP). The pro of this would be that drawing on experience would be used much less often (you wouldn't "go for broke" with only 3 XP, because it would cost you in the long run).

But, I dropped this idea as, as it stands, drawing on XP is already rare, because we're typically only awarding 0-2 points each game session. It takes a while for a character to get enough XP to make the roll worth while, and once he uses up that XP, he's stuck for several more game sessions as he builds up more XP.

I mean, typically, a GM is going to award 0 XP or 1 XP in a game session to a character. If that character did an outstanding job (if the player did an outstanding job), then he'll get 2 XP. And, on those rare occasions that a player plays so incredibly well that he blows the room away, he'll get 3 XP.

I figured that the limit on drawing on experience is imposed by the XP award--and dealing with an extra complication of negative XP just wasn't worth the hassel.

Besides, those characters with more skill levels than their experience score are already penalized (penalized when drawing on experience, but they have an advantage in that they always get the skill level DM bonus to rolls--and they have a lot of skills to do this with).

My question is how many critical successes are likely to be obtained per skill per game year, and so how long will it take to increase skill levels, and is this rate of increase realistic?
Any ideas?
This depends on the system you are using.

I'm using the UGM. So, when boxcars or snake-eyes are rolled, a Critical Success or Critical Failure is possible .

The 6, 6 or 1, 1 on a roll dictate a check.

For example, Joni has DEX-7 and Pistol-2. She fires her pistol and rolls two sixes--a Critical Success may be in the making.

Under the UGM rules, the CS check is: Add DEX + Skill + Difficulty modifier together, and roll this number or less on 3D.

If the 3D is successful, a Critical Success has been made. If the 3D check is higher than that number, then the attack is normal.

To answer your question, using the UGM, my answer would be: not many. You're not going to see that many Critical Successes or Critical Failures--less than 2.7% (dependent on Stat and Skill level).

It also depends on how much dice rolling is done in your game. I've had some games where only one or two rolls are made all night.

Then, there's others (especially combat situations), where the players are rolling dice every round.
 
I'm currently using a similar system but where double six or double one is automatically a critical (I figured 2.7% is rare enough) The bias in favour of combat skills could be reduced if experience is only gained for the first critical in a fight, so if further criticals are obtained in the same skill in the same combat session they don't contribute to XP.
(Thinking aloud) To gain 12 XP per year, at 2.5%, you would need to get about 450 dice rolls. However, since typically you should only get 1 skill per year (at books 4/5 rates) that would be divided by the number of skills possessed, say 8, so you are looking at about 60 dice rolls per character per year, doubled if critical failures subtract XP, so that's about 120 dice rolls per character per game year, or one every couple of days or so. I think characters may roll more often than this, so perhaps 12 XP should not automatically become a new skill level.
Maybe roll 2d6 for 8+ and a failure halves the XP down to 6? or perhaps just go the UGM route and get less criticals to start with?
 
I'm currently using a similar system but where double six or double one is automatically a critical (I figured 2.7% is rare enough) The bias in favour of combat skills could be reduced if experience is only gained for the first critical in a fight, so if further criticals are obtained in the same skill in the same combat session they don't contribute to XP.
(Thinking aloud) To gain 12 XP per year, at 2.5%, you would need to get about 450 dice rolls. However, since typically you should only get 1 skill per year (at books 4/5 rates) that would be divided by the number of skills possessed, say 8, so you are looking at about 60 dice rolls per character per year, doubled if critical failures subtract XP, so that's about 120 dice rolls per character per game year, or one every couple of days or so. I think characters may roll more often than this, so perhaps 12 XP should not automatically become a new skill level.
Maybe roll 2d6 for 8+ and a failure halves the XP down to 6? or perhaps just go the UGM route and get less criticals to start with?
 
Im new to these boards, but have become quite interested in running Classic Traveller lately. This experience system looks quite interesting and fun to use.

The only change I might do, would be as follows:

If the dice throw is higher than the accumulated experience total, the player must choose one of the following:
Either burn 2 experience points OR
Suffer a -1 DM on the dice throw he was attempting to enhance.
 
Im new to these boards, but have become quite interested in running Classic Traveller lately. This experience system looks quite interesting and fun to use.

The only change I might do, would be as follows:

If the dice throw is higher than the accumulated experience total, the player must choose one of the following:
Either burn 2 experience points OR
Suffer a -1 DM on the dice throw he was attempting to enhance.
 
More thoughts on this XP system...


The GM has total control over the XP benefit by the number of XP he awards at the end of a game session. If he wants to play a bit "loose", he can award more XP. If he wants the game to be "tight", with few chances to draw on experience, he can do as I've suggested above.

Although...I'm thinking of increasing the XP award in my game. Maybe something like this...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">A+ 5 XP Award (only one PC can be awarded this in a single game session)
A 4 XP Award
B 3 XP Award
C 2 XP Award
D 1 XP Award
F 0 XP Award</pre>[/QUOTE]Think of them as grade school rankings--making it easy to remember and implement. If a player barely contributed to the night's gaming, give him a "D". If he was "average", give him a "C". If he was "pretty good", he gets a "B". If he was "really good", he gets an "A". And, if he was "incredible", he gets the coveted "A+".

A little more XP, like this, will mean that a character can draw on experience (for typicaly one +1DM) every two-three game sessions.

I'm cool with that. I don't want to unbalance the game, but I want the XP to be an incentive and something that the players enjoy as well.

Players should look forward to getting XP (it's always been a "good" thing when I've done stuff like this in the past with my group with other games).
 
More thoughts on this XP system...


The GM has total control over the XP benefit by the number of XP he awards at the end of a game session. If he wants to play a bit "loose", he can award more XP. If he wants the game to be "tight", with few chances to draw on experience, he can do as I've suggested above.

Although...I'm thinking of increasing the XP award in my game. Maybe something like this...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">A+ 5 XP Award (only one PC can be awarded this in a single game session)
A 4 XP Award
B 3 XP Award
C 2 XP Award
D 1 XP Award
F 0 XP Award</pre>[/QUOTE]Think of them as grade school rankings--making it easy to remember and implement. If a player barely contributed to the night's gaming, give him a "D". If he was "average", give him a "C". If he was "pretty good", he gets a "B". If he was "really good", he gets an "A". And, if he was "incredible", he gets the coveted "A+".

A little more XP, like this, will mean that a character can draw on experience (for typicaly one +1DM) every two-three game sessions.

I'm cool with that. I don't want to unbalance the game, but I want the XP to be an incentive and something that the players enjoy as well.

Players should look forward to getting XP (it's always been a "good" thing when I've done stuff like this in the past with my group with other games).
 
BTW, Icosahedron mentioned growing this XP system into something that can be used to increase skills (and possibly stats) in Classic Traveller.

I can't say the idea hasn't crossed my mind (it's how I arrived with this system).

Here's a couple of broad brush strokes (not fully developed ideas):

... DMs to rolls can be had as listed above in the "rules".

... Skill levels can be increased, and new skills can be learned using the system, but we've got to bump the requirement by *A LOT*. We don't want CT being like most games where character improvement happens rather quickly. That type of thing will quickly get out of hand and unbalance the game.

What we need is a system where characters average, probably, something like one Skill level per game year--maybe more on some years, maybe taking much longer for a single skill level.

So, given that, a sister system can be developed to the XP system mentioned above, except that Skill level increases cost Level * 100 XP.

Yep, you read that right. In order for a character with AutoPistl-1 to go to AutoPistol-2, he needs 200 XP.

That will keep the acutal skill increases on a the time frame we neede them to be. Plus, there should be a roll (like the XP roll described in the rules when drawing on experience) that determines if the actual skill increase is achieved, or if the character needs to keep practicing/studying.

... Attributes. Take this idea a step further and apply it t attributes (which should be unheard of in CT). But, it can still be possible--I player just has to be damned determined to increase his attribute.

I'm think that what we're talking about here is Attribute level * 1000 XP.

Yep...if you've got DEX-7, and you wan to go to DEX-8, you need 8000 XP. (Man, that's a lot of XP, even if a charcter IS averaging 2-4 XP per game session).

A player will have to really want that. If he does, this type of rule would make it possible. (Remember, in CT, it takes a LOOONNNG time to increase stats, given the official rules...I'm trying to mimic that with this system).


============

Now, if we're going to use XP to increase skills and stats, then we need to introduce other ways for a character to earn XP.

If he goes and takes a Computer class? Maybe that class is worth a lot of XP (this would be skill-specific XP). So, if Larry takes a 3-month class on TL-B Computers at the instituted on Aramis, maybe that's worth something like 50 XP (and this XP would be skill specific....the player can draw on it normally, burning it up on single rolls for a +1DM here, or a +2DM there....but he's not helping himself gain XP to go towards that next Computer skill level. If he's Computer-1 and trying to icnrease, he needs 200 XP!)


================

50 XP, you say!? THAT would unbalance the game, you say. A player could roll a handful of D6's and still not go over that 50 limit, getting a huge automatic roll.

Well, that's true...if you go with what I said above in the "rules".

But...

If we introduce the earning of XP this way (through training, study, and practice), then we'll need to put a limit on how much of a benefit can be achieved on a single roll when drawing on experience.

I say this: A character can receive a benefit no larger than the current skill level, with a minimum of DM+1 (for those Level-0 skills).

So, even if Charli, with her Auto-Pistol-2, and the 50 Auto-Pistol-specific XP she just earned from taking that marksman course, the maxium number of DMs she can obtain when she draws on experience is a +2DM (a 3D roll).

AND, she'll burn XP to the tune of whatever she rolls, as normal, eating up precious XP she needs to raise her skill level.


I don't know about you, but I kinda like this. Some more thought needs to go into it, but I like where this is headed.
 
BTW, Icosahedron mentioned growing this XP system into something that can be used to increase skills (and possibly stats) in Classic Traveller.

I can't say the idea hasn't crossed my mind (it's how I arrived with this system).

Here's a couple of broad brush strokes (not fully developed ideas):

... DMs to rolls can be had as listed above in the "rules".

... Skill levels can be increased, and new skills can be learned using the system, but we've got to bump the requirement by *A LOT*. We don't want CT being like most games where character improvement happens rather quickly. That type of thing will quickly get out of hand and unbalance the game.

What we need is a system where characters average, probably, something like one Skill level per game year--maybe more on some years, maybe taking much longer for a single skill level.

So, given that, a sister system can be developed to the XP system mentioned above, except that Skill level increases cost Level * 100 XP.

Yep, you read that right. In order for a character with AutoPistl-1 to go to AutoPistol-2, he needs 200 XP.

That will keep the acutal skill increases on a the time frame we neede them to be. Plus, there should be a roll (like the XP roll described in the rules when drawing on experience) that determines if the actual skill increase is achieved, or if the character needs to keep practicing/studying.

... Attributes. Take this idea a step further and apply it t attributes (which should be unheard of in CT). But, it can still be possible--I player just has to be damned determined to increase his attribute.

I'm think that what we're talking about here is Attribute level * 1000 XP.

Yep...if you've got DEX-7, and you wan to go to DEX-8, you need 8000 XP. (Man, that's a lot of XP, even if a charcter IS averaging 2-4 XP per game session).

A player will have to really want that. If he does, this type of rule would make it possible. (Remember, in CT, it takes a LOOONNNG time to increase stats, given the official rules...I'm trying to mimic that with this system).


============

Now, if we're going to use XP to increase skills and stats, then we need to introduce other ways for a character to earn XP.

If he goes and takes a Computer class? Maybe that class is worth a lot of XP (this would be skill-specific XP). So, if Larry takes a 3-month class on TL-B Computers at the instituted on Aramis, maybe that's worth something like 50 XP (and this XP would be skill specific....the player can draw on it normally, burning it up on single rolls for a +1DM here, or a +2DM there....but he's not helping himself gain XP to go towards that next Computer skill level. If he's Computer-1 and trying to icnrease, he needs 200 XP!)


================

50 XP, you say!? THAT would unbalance the game, you say. A player could roll a handful of D6's and still not go over that 50 limit, getting a huge automatic roll.

Well, that's true...if you go with what I said above in the "rules".

But...

If we introduce the earning of XP this way (through training, study, and practice), then we'll need to put a limit on how much of a benefit can be achieved on a single roll when drawing on experience.

I say this: A character can receive a benefit no larger than the current skill level, with a minimum of DM+1 (for those Level-0 skills).

So, even if Charli, with her Auto-Pistol-2, and the 50 Auto-Pistol-specific XP she just earned from taking that marksman course, the maxium number of DMs she can obtain when she draws on experience is a +2DM (a 3D roll).

AND, she'll burn XP to the tune of whatever she rolls, as normal, eating up precious XP she needs to raise her skill level.


I don't know about you, but I kinda like this. Some more thought needs to go into it, but I like where this is headed.
 
Originally posted by Icosahedron:
I'm currently using a similar system but where double six or double one is automatically a critical (I figured 2.7% is rare enough)
Icosahedron,

Take a look at how Critical Success and Critical Failure are done with the UGM (better than ever edition) that I just posted.

One thing I think you might like: Characters with low stats will roll more Critical Failures and less Critical Successes. And, the opposite is true for characters with higher stats--they'll roll fewer Critical Failures and more Critical Successes.

With a straight Boxcars = CS and Snake-eyes = CF system, all characters, regardless of capability, have the same chance to roll a CS or a CF. With the UGM, this result is skewed based on a character's natural ability.

Check it out in that thread. I'm betting you're going to like it.
 
Originally posted by Icosahedron:
I'm currently using a similar system but where double six or double one is automatically a critical (I figured 2.7% is rare enough)
Icosahedron,

Take a look at how Critical Success and Critical Failure are done with the UGM (better than ever edition) that I just posted.

One thing I think you might like: Characters with low stats will roll more Critical Failures and less Critical Successes. And, the opposite is true for characters with higher stats--they'll roll fewer Critical Failures and more Critical Successes.

With a straight Boxcars = CS and Snake-eyes = CF system, all characters, regardless of capability, have the same chance to roll a CS or a CF. With the UGM, this result is skewed based on a character's natural ability.

Check it out in that thread. I'm betting you're going to like it.
 
Originally posted by Supplement Four:
How to draw on experience...

Drawing on experience is a simple roll. The player rolls 2D, and if that roll is equal to or less than the number of XP the character has, the character is rewarded with a +1DM that can be used on the roll.

EXAMPLE--

One of the characters from above, Da Bien-Hua, has racked up 9 XP over the last six game sessions. The ship has been hit, and power is fluctuating. Da, the ship's medic, is desperately trying to revive someone from low berth before the ship completely looses power.

Da decides to draw on his experience. 2D are thrown. If the total is 9 or less, then Da will receive a +1DM he can use on his throw to revive the low berth patient. If the roll is 10+, then no bonus is received.

NOTE that whatever number is thrown on the 2D roll when drawing on experience is the number of XP that are "used up" in the attempt.

So, if Da, above, throws a total of 7, then he will get is +1DM he needs for his low berth recovery roll, but his XP will be reduced from 9 to 2.
In considering the idea for Experience point from the White Dwarf article (discussed in THIS thread), this idea of drawing on experience would work well to eat up XP points (in exchange for giving the characters an immediate benefit of a beneficial DM right when they need it).

So far, Drawing On Experience has been useful in my current campaign. Players' ideas and role playing are rewarded by feeding into the pool. When a character really needs to make a roll (and needs every DM he can get), he PCs have that comfort zone where they can get a point or two when they need it.

Because it's so "expensive" (costing the equivalent XP of whatever is thrown on the dice for the check), I haven't seen any abuse.

Besides, I've been stingy in passing out the XP.

I'm thinking seriously about combining this idea with the Experience XP idea from the WD article.

Hm...more thought....

-S4
 
Originally posted by Supplement Four:
How to draw on experience...

Drawing on experience is a simple roll. The player rolls 2D, and if that roll is equal to or less than the number of XP the character has, the character is rewarded with a +1DM that can be used on the roll.

EXAMPLE--

One of the characters from above, Da Bien-Hua, has racked up 9 XP over the last six game sessions. The ship has been hit, and power is fluctuating. Da, the ship's medic, is desperately trying to revive someone from low berth before the ship completely looses power.

Da decides to draw on his experience. 2D are thrown. If the total is 9 or less, then Da will receive a +1DM he can use on his throw to revive the low berth patient. If the roll is 10+, then no bonus is received.

NOTE that whatever number is thrown on the 2D roll when drawing on experience is the number of XP that are "used up" in the attempt.

So, if Da, above, throws a total of 7, then he will get is +1DM he needs for his low berth recovery roll, but his XP will be reduced from 9 to 2.
In considering the idea for Experience point from the White Dwarf article (discussed in THIS thread), this idea of drawing on experience would work well to eat up XP points (in exchange for giving the characters an immediate benefit of a beneficial DM right when they need it).

So far, Drawing On Experience has been useful in my current campaign. Players' ideas and role playing are rewarded by feeding into the pool. When a character really needs to make a roll (and needs every DM he can get), he PCs have that comfort zone where they can get a point or two when they need it.

Because it's so "expensive" (costing the equivalent XP of whatever is thrown on the dice for the check), I haven't seen any abuse.

Besides, I've been stingy in passing out the XP.

I'm thinking seriously about combining this idea with the Experience XP idea from the WD article.

Hm...more thought....

-S4
 
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