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Thoughts... The Experience Trident

I started out looking for a method of character growth and player reward without unbalancing a CT game. What's evolved from this is a three-pronged method.

Tine 1 of our trident is the Experience idea that introduced a character's Focus Skill and skill improvement through either Practical Experience and/or Study & Practice.

Tine 2 is the CT introduction of Talents--a method of increasing character ability without unbalancing a CT game with too many raised skill levels (or new skills).

Tine 3 is the subject of this post. It's a mechanic I call Drawing on Experience--something I use to reward a player for outstanding play and great ideas contributed to a game session. I've mentioned this idea before, but here the idea is slightly tweaked and simplified.

These three methods, together, constitute a system for Character Growth and Experience that not only serves to reward players and grow characters--but to do this without unbalancing the game.




DRAWING ON EXPERIENCE

Whenever a player does something in a game that is impressive, award him an experience point. Right there. Right then. Immediate gratification.

Everybody likes to be patted on the back for a job well done, and that's the intention of this tine of the Experience Trident.

What do PCs do with Experience Points? Well, they collect them. And, when they have enough, they can use them for beneficial DMs during the game.

This does lead to some bookkeeping, sure. BUT, the GM doesn't have to bother with it, and the players enjoy increasing them. We're not talking about a lot of bookkeeping, anyway. It's more: "Oh, you did something cool?" or "Man, you sure role played that well." and give the player a point--then forget about it.

Take a look at the character sheet in my sig. On the front side of the sheet, to the right of the character's SOC stat, you'll see a blank for XP. This is where a player keeps track of his Experience Points (disregard the blank called "EXP" above the XP blank--that one is used for keeping track of the character's Experience Penalty...see the Experience idea for more info on that).

Whenever a character wants to benefit from his total of experience points, he simply makes a roll against his total number of XP. This is called Drawing on Experience.

THE PARTICULARS: The check is a 2D check (2D for XP Total or less). If the check is made, the character is awarded a +1DM he can use on his next throw. The cost of making the check is the total thrown on the dice (meaning that the character's XP total will be reduced by the amount thrown on the dice. If the check fails, no beneficial DM is awarded but the character's XP total is still reduced by the cost.

If a character desires a better DM on his next throw (maybe a +2DM...or even a +3DM), it is possible provided the check to draw on experience is made with an extra D6 (increasing both cost and the difficulty of making the check). Each extra D6 used to make the check equates to an extra beneficial point should the check succeed. However, a DM on a roll (using this method) can never be higher than the skill level of the skill used on the task (Level-0 skills can have a +1DM, though).

Let's look at an example to more clearly understand how the procedure of Drawing on Experience works....





-------------------------------------------------
Example

Troh has built up 9 XP over the several game sessions of the campaign, and Troh has these three skills: AutoPistol-0, Engineering-2, Navigation-1.

If it is important to Troh to make his next pistol shot, he may want to draw on experience in order to obtain a +1DM on that shot. In order to do so, Troh must succeed on a throw of 2D for 9-.

He throws: 2, 3, for a total of 5 on the throw.

Since the throw of 5 is less than 9, Troh will be allowed a +1DM on his next autopistol attack. Troh's XP total has now dropped to 4.




But, let's say Troh, at the last moment, decides not to waste his XP on that one autopistol shot. Later in the game session, though, it becomes imperative for Troh to get the jump drive fixed. The GM has stated that Troh has to throw 9+ to fix the drive, and the only DMs Troh has is is skill (which effectively makes the roll needed at 7+).

Troh's only got one chance to fix the drive, and it's extremely important the the drive get fixed as fast as possible. So, Troh decides to be risky. He's going to attempt to draw on experience for a +2DM to his engineering roll.

Troh rolls 3D for 9-. He rolls: 1, 3, 2. The total of 6 is lower than 9, so Troh is successful drawing on his experience. Troh's XP is reduced to 3, but Troh now gets a +2DM when he makes that engineering roll to save the ship (with his skill, this will be a total of +4DM).

Note that Troh could have been safer and tried for a +1DM on the engineering roll by rolling is check using only 2D instead of 3D.

Also note that Troh couldn't have been riskier when drawing for experience (rolling a 4D check for a +3DM) because the number of points obtained from drawing on experience can never exceed the total of the skill used on the task (except in the case of Level-0 skills, where a +1DM is allowed). In this case, Troh's skill is Engineering-2, so a maximum of a +2DM can be obtained via drawing on experience (effectively doubling the skill level).




Now, Troh has only 3 XP left. But, during the last hour of the game session, Troh gets into a pickle again and desperately needs to make Navigation task.

In order to draw on experience for this task, Troh must throw 2D for 3-. It's not likely, but Troh really needs the help on the throw. He tries anyway.

He makes the check, rolling: 1, 6. The total of 7 is higher than 3, so the check fails. And, in the process, eats up all of Troh's XP.

Troh ends the game session with 0 XP.

It will take incredible role playing moments and creative ideas by Troh's player during future game sessions to re-fill the XP trough.








Other ways to use the benefit of Drawing on Experience?

Sure there is. Get creative with it. It's up to the GM.

In my game, I even allow characters to draw on experience to get points to reduce damage scored against them from enemies...or even to soak up some damage applied towards a PC's physical stats.

That's totally up to the GM, but I find it a nice little perk the players characters have (and I'm fairly stingy in awarding XP...a player really has to impress me to get a point...even then, with the cost, it's not every game session that PCs will be Drawing on Experience. They just don't have the XP to do it that often.).








Other ways to get XP?

Again, this is totally up to the GM. One thing I do is allow something special for the character if a Critical Success is scored on a task throw. But, I only allow them one thing.

Maybe it's an extra die of damage (or making one of the damage dice applied randomly on the target) on a combat attack.

Maybe it's the opportunity to make the INT check to see if the skill used becomes the character's Focus Skill.

Or maybe, it's that a XP point is tied to that skill.

Check out the character sheet in my sig again. Notice the XP blank next to the skills? This is where I record XP that is tied to specific skills.

How does that work?

Well, let's say a character is using his Communications skill on a task to fix the busted radio in the jeep. Let's also say that a critical success was rolled on this repair task.

As I state above, I like to provide some benefit to the character if a critical success was rolled on a task (they happen so rarely using the UGM CS rules).

Now, in this case, there's no extra or random damage I can award, because it's not a combat task. Repair time wasn't important to the character since there was no time pressure on the task, so stating that the character fixed the radio in half the ususal time is no real benefit to the character.

If the player doesn't care to attempt to make Communications his character's Focus Skill, then what I will do is allow an XP point to be tied to that skill.

This XP is recorded in the blank next to the skill (see the sheet in my sig).

The next time this character draws on experience for DMs using the communications skill, the XP tied to the skill can be added to the general XP total before the check is made when the character draws on his experience.
 
I started out looking for a method of character growth and player reward without unbalancing a CT game. What's evolved from this is a three-pronged method.

Tine 1 of our trident is the Experience idea that introduced a character's Focus Skill and skill improvement through either Practical Experience and/or Study & Practice.

Tine 2 is the CT introduction of Talents--a method of increasing character ability without unbalancing a CT game with too many raised skill levels (or new skills).

Tine 3 is the subject of this post. It's a mechanic I call Drawing on Experience--something I use to reward a player for outstanding play and great ideas contributed to a game session. I've mentioned this idea before, but here the idea is slightly tweaked and simplified.

These three methods, together, constitute a system for Character Growth and Experience that not only serves to reward players and grow characters--but to do this without unbalancing the game.




DRAWING ON EXPERIENCE

Whenever a player does something in a game that is impressive, award him an experience point. Right there. Right then. Immediate gratification.

Everybody likes to be patted on the back for a job well done, and that's the intention of this tine of the Experience Trident.

What do PCs do with Experience Points? Well, they collect them. And, when they have enough, they can use them for beneficial DMs during the game.

This does lead to some bookkeeping, sure. BUT, the GM doesn't have to bother with it, and the players enjoy increasing them. We're not talking about a lot of bookkeeping, anyway. It's more: "Oh, you did something cool?" or "Man, you sure role played that well." and give the player a point--then forget about it.

Take a look at the character sheet in my sig. On the front side of the sheet, to the right of the character's SOC stat, you'll see a blank for XP. This is where a player keeps track of his Experience Points (disregard the blank called "EXP" above the XP blank--that one is used for keeping track of the character's Experience Penalty...see the Experience idea for more info on that).

Whenever a character wants to benefit from his total of experience points, he simply makes a roll against his total number of XP. This is called Drawing on Experience.

THE PARTICULARS: The check is a 2D check (2D for XP Total or less). If the check is made, the character is awarded a +1DM he can use on his next throw. The cost of making the check is the total thrown on the dice (meaning that the character's XP total will be reduced by the amount thrown on the dice. If the check fails, no beneficial DM is awarded but the character's XP total is still reduced by the cost.

If a character desires a better DM on his next throw (maybe a +2DM...or even a +3DM), it is possible provided the check to draw on experience is made with an extra D6 (increasing both cost and the difficulty of making the check). Each extra D6 used to make the check equates to an extra beneficial point should the check succeed. However, a DM on a roll (using this method) can never be higher than the skill level of the skill used on the task (Level-0 skills can have a +1DM, though).

Let's look at an example to more clearly understand how the procedure of Drawing on Experience works....





-------------------------------------------------
Example

Troh has built up 9 XP over the several game sessions of the campaign, and Troh has these three skills: AutoPistol-0, Engineering-2, Navigation-1.

If it is important to Troh to make his next pistol shot, he may want to draw on experience in order to obtain a +1DM on that shot. In order to do so, Troh must succeed on a throw of 2D for 9-.

He throws: 2, 3, for a total of 5 on the throw.

Since the throw of 5 is less than 9, Troh will be allowed a +1DM on his next autopistol attack. Troh's XP total has now dropped to 4.




But, let's say Troh, at the last moment, decides not to waste his XP on that one autopistol shot. Later in the game session, though, it becomes imperative for Troh to get the jump drive fixed. The GM has stated that Troh has to throw 9+ to fix the drive, and the only DMs Troh has is is skill (which effectively makes the roll needed at 7+).

Troh's only got one chance to fix the drive, and it's extremely important the the drive get fixed as fast as possible. So, Troh decides to be risky. He's going to attempt to draw on experience for a +2DM to his engineering roll.

Troh rolls 3D for 9-. He rolls: 1, 3, 2. The total of 6 is lower than 9, so Troh is successful drawing on his experience. Troh's XP is reduced to 3, but Troh now gets a +2DM when he makes that engineering roll to save the ship (with his skill, this will be a total of +4DM).

Note that Troh could have been safer and tried for a +1DM on the engineering roll by rolling is check using only 2D instead of 3D.

Also note that Troh couldn't have been riskier when drawing for experience (rolling a 4D check for a +3DM) because the number of points obtained from drawing on experience can never exceed the total of the skill used on the task (except in the case of Level-0 skills, where a +1DM is allowed). In this case, Troh's skill is Engineering-2, so a maximum of a +2DM can be obtained via drawing on experience (effectively doubling the skill level).




Now, Troh has only 3 XP left. But, during the last hour of the game session, Troh gets into a pickle again and desperately needs to make Navigation task.

In order to draw on experience for this task, Troh must throw 2D for 3-. It's not likely, but Troh really needs the help on the throw. He tries anyway.

He makes the check, rolling: 1, 6. The total of 7 is higher than 3, so the check fails. And, in the process, eats up all of Troh's XP.

Troh ends the game session with 0 XP.

It will take incredible role playing moments and creative ideas by Troh's player during future game sessions to re-fill the XP trough.








Other ways to use the benefit of Drawing on Experience?

Sure there is. Get creative with it. It's up to the GM.

In my game, I even allow characters to draw on experience to get points to reduce damage scored against them from enemies...or even to soak up some damage applied towards a PC's physical stats.

That's totally up to the GM, but I find it a nice little perk the players characters have (and I'm fairly stingy in awarding XP...a player really has to impress me to get a point...even then, with the cost, it's not every game session that PCs will be Drawing on Experience. They just don't have the XP to do it that often.).








Other ways to get XP?

Again, this is totally up to the GM. One thing I do is allow something special for the character if a Critical Success is scored on a task throw. But, I only allow them one thing.

Maybe it's an extra die of damage (or making one of the damage dice applied randomly on the target) on a combat attack.

Maybe it's the opportunity to make the INT check to see if the skill used becomes the character's Focus Skill.

Or maybe, it's that a XP point is tied to that skill.

Check out the character sheet in my sig again. Notice the XP blank next to the skills? This is where I record XP that is tied to specific skills.

How does that work?

Well, let's say a character is using his Communications skill on a task to fix the busted radio in the jeep. Let's also say that a critical success was rolled on this repair task.

As I state above, I like to provide some benefit to the character if a critical success was rolled on a task (they happen so rarely using the UGM CS rules).

Now, in this case, there's no extra or random damage I can award, because it's not a combat task. Repair time wasn't important to the character since there was no time pressure on the task, so stating that the character fixed the radio in half the ususal time is no real benefit to the character.

If the player doesn't care to attempt to make Communications his character's Focus Skill, then what I will do is allow an XP point to be tied to that skill.

This XP is recorded in the blank next to the skill (see the sheet in my sig).

The next time this character draws on experience for DMs using the communications skill, the XP tied to the skill can be added to the general XP total before the check is made when the character draws on his experience.
 
Expectation and the Experience Trident





Here's my expectation on how the Trident will be used in a game.

Take this character, for example....




Sir Bromley Riieve 8889AB
Dagger-2, Liaison-0, Sm. Watercraft-0, Swimming-0, Gambling-0, Brawling-1, AutoPistol-2, Computer-2, Vacc Suit-1, Wheeled Vehicle-2, Jack-o-Trades-1, Navigation-1, Carousing-2, Forgery-1, Linguistics-1, Pilot-2, Engineering-1, Leader-2

Bromley is 46 standard years old, having spent 5 terms as a scientist at Research Station Gamma on his homeworld of Vanejen in the Rhylanor subsector. He was knighted for his work at the Imperial Research Station, granted a fief, and has spent the last 2 terms in the career as a nobel.





Over the last two game sessions, Bromley's player contributed a couple of outstanding ideas to the game as the party attempted to overcome the obstacles the GM has placed before them. Bromley picked up two experience points last game session and 3 XP the session before last due to some impressive role play encounters.

Bromley's got 5 XP currently. If he gets into a bind during tonight's game, he can attempt to roll 2D for 5- in order to get that bonus +1DM desperately needed for a task roll. But, barring any desperation, Bromley's player would prefer to accumlate XP during tonight's game instead of spend the points. He wants to get the XP total higher so that, when he really does need the +1DM boost, the chance of obtaining that XP bonus next when he draws on experience has a higher probability of succeeding.








Two game sessions ago, Bromley displayed spectacular skill at the pilot's station, deftly maneuvering the ship to dock with a rapidly spinning derelict that had been detected abandoned in the outer reaches of the the star system. On that task roll, a Critical Success was thrown. Bromley's player decided to attempt to make Pilot his Focus Skill. When he succeeded on the INT check, Bromley's Pilot skill was raised from Level-1 to Level-2.

Last game session, Bromley threw a Critical Failure on a piloting task, but he, again, made the INT check to keep Pilot as his Focus Skill.

This game session, Bromley is again hoping that a Critical Success will be thrown on a task using his Pilot skill (that way, he can throw the EDU check to see if the Pilot skill increase was permanent), but he's not going to put all of his eggs in one basket. Bromley's player is going to look for opportunty to begin a Study & Practice program--some type of class or instruction that will allow him to study piloting (and after he's put in the requiste time studying, as defined by the GM, be able to make the EDU permanentcy roll to solidify his Pilot skill at Level-2).









The GM has already awarded Bromley with one Talent. As a scientist, Bromley lead long research treks into Vanejen's wild outback region. Although Bromley has never been in the military, he's acquired a talent that allows him to carry a load of up to three times his STR before being considered encumbered--a rule that normally only applies to CT characters with military backgrounds.

Little does Bromley's player know that, during tonight's game, the GM has cooked up something special for the player to "discover".

Over the last couple of game sessions, the party has gotten into some pretty rough hand-to-hand combat scenarios. Bromley's player has a tendency to call for a called shot during those types of encounters, "I don't care about the negative! I want to punch that SOB in the face!"

So, tonight, the GM has designed a special Talent for Bromley. During brawling scenarios, Bromley will be able to increase the damage he does with a Brawling attack if he takes a like negative modifier on the to-hit roll.

Here's the catch, though. Bromley will never be told what the negative modifier is. If he chooses to use the ability, then a single die is rolled. The total rolled is used as the modifier.

So, if Bromley gets into a hand-to-hand encounter tonight (and it's a pretty good bet that the GM has engineered this to happen), this new talent will be revealed to Bromley.

The GM has watched how Bromley's player plays ("I want to hit the SOB in the face!"), and this specifically designed talent seems to fit Bromley's temperament like a glove. The randomness of the modifier reflects both Bromley's "in your face" attitude and his propensity to swing for his enemy's weak spots.

Let's say Bromley wants to use this talent. He'll announce, before he makes his Brawling swing, that he's using the talent. Then, the GM will roll 1D. If the total of that throw is a "5", then Bromley will be allowed and extra 5 points of damage scored on his brawling attack...but that's IF Bromley can succeed with an attack using the whopping -5DM to hit.

One crewmember leans over to the other, "You ever seen Bromley fight? He's like a wild man--all arms and elbows. He goes right for the juggular...or face...or throat...or whatever he can see that will hurt the most. He's like a wild animal going ninety-to-nuthin. But when he connects, boy...when he connects. Watch out. He'll plain put you on your arse."






What I've tried to do here is give you an example of how all three tines of the Experience Trident will come into play--giving the player a sense of character growth and accomplishment without unbalancing (or overbalancing) the game.
 
Expectation and the Experience Trident





Here's my expectation on how the Trident will be used in a game.

Take this character, for example....




Sir Bromley Riieve 8889AB
Dagger-2, Liaison-0, Sm. Watercraft-0, Swimming-0, Gambling-0, Brawling-1, AutoPistol-2, Computer-2, Vacc Suit-1, Wheeled Vehicle-2, Jack-o-Trades-1, Navigation-1, Carousing-2, Forgery-1, Linguistics-1, Pilot-2, Engineering-1, Leader-2

Bromley is 46 standard years old, having spent 5 terms as a scientist at Research Station Gamma on his homeworld of Vanejen in the Rhylanor subsector. He was knighted for his work at the Imperial Research Station, granted a fief, and has spent the last 2 terms in the career as a nobel.





Over the last two game sessions, Bromley's player contributed a couple of outstanding ideas to the game as the party attempted to overcome the obstacles the GM has placed before them. Bromley picked up two experience points last game session and 3 XP the session before last due to some impressive role play encounters.

Bromley's got 5 XP currently. If he gets into a bind during tonight's game, he can attempt to roll 2D for 5- in order to get that bonus +1DM desperately needed for a task roll. But, barring any desperation, Bromley's player would prefer to accumlate XP during tonight's game instead of spend the points. He wants to get the XP total higher so that, when he really does need the +1DM boost, the chance of obtaining that XP bonus next when he draws on experience has a higher probability of succeeding.








Two game sessions ago, Bromley displayed spectacular skill at the pilot's station, deftly maneuvering the ship to dock with a rapidly spinning derelict that had been detected abandoned in the outer reaches of the the star system. On that task roll, a Critical Success was thrown. Bromley's player decided to attempt to make Pilot his Focus Skill. When he succeeded on the INT check, Bromley's Pilot skill was raised from Level-1 to Level-2.

Last game session, Bromley threw a Critical Failure on a piloting task, but he, again, made the INT check to keep Pilot as his Focus Skill.

This game session, Bromley is again hoping that a Critical Success will be thrown on a task using his Pilot skill (that way, he can throw the EDU check to see if the Pilot skill increase was permanent), but he's not going to put all of his eggs in one basket. Bromley's player is going to look for opportunty to begin a Study & Practice program--some type of class or instruction that will allow him to study piloting (and after he's put in the requiste time studying, as defined by the GM, be able to make the EDU permanentcy roll to solidify his Pilot skill at Level-2).









The GM has already awarded Bromley with one Talent. As a scientist, Bromley lead long research treks into Vanejen's wild outback region. Although Bromley has never been in the military, he's acquired a talent that allows him to carry a load of up to three times his STR before being considered encumbered--a rule that normally only applies to CT characters with military backgrounds.

Little does Bromley's player know that, during tonight's game, the GM has cooked up something special for the player to "discover".

Over the last couple of game sessions, the party has gotten into some pretty rough hand-to-hand combat scenarios. Bromley's player has a tendency to call for a called shot during those types of encounters, "I don't care about the negative! I want to punch that SOB in the face!"

So, tonight, the GM has designed a special Talent for Bromley. During brawling scenarios, Bromley will be able to increase the damage he does with a Brawling attack if he takes a like negative modifier on the to-hit roll.

Here's the catch, though. Bromley will never be told what the negative modifier is. If he chooses to use the ability, then a single die is rolled. The total rolled is used as the modifier.

So, if Bromley gets into a hand-to-hand encounter tonight (and it's a pretty good bet that the GM has engineered this to happen), this new talent will be revealed to Bromley.

The GM has watched how Bromley's player plays ("I want to hit the SOB in the face!"), and this specifically designed talent seems to fit Bromley's temperament like a glove. The randomness of the modifier reflects both Bromley's "in your face" attitude and his propensity to swing for his enemy's weak spots.

Let's say Bromley wants to use this talent. He'll announce, before he makes his Brawling swing, that he's using the talent. Then, the GM will roll 1D. If the total of that throw is a "5", then Bromley will be allowed and extra 5 points of damage scored on his brawling attack...but that's IF Bromley can succeed with an attack using the whopping -5DM to hit.

One crewmember leans over to the other, "You ever seen Bromley fight? He's like a wild man--all arms and elbows. He goes right for the juggular...or face...or throat...or whatever he can see that will hurt the most. He's like a wild animal going ninety-to-nuthin. But when he connects, boy...when he connects. Watch out. He'll plain put you on your arse."






What I've tried to do here is give you an example of how all three tines of the Experience Trident will come into play--giving the player a sense of character growth and accomplishment without unbalancing (or overbalancing) the game.
 
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