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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Sep 22, 2013 2:33 pm Post subject: Experience "Level" and Character Points |
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Seems I saw this somewhere before but cannot find it now. Seemed I saw a list suggesting total character point expenditure for certain "level's" of experience.
For example:
Novice:
Common: 7D (typical skills of 4D-5D)
Experienced: 14D (typical skills of 6D-8D)
Veteran: 21D (typical skills of 9D-10D)
Elite: 28D (typical skills of 11D+)
Has someone already created this sort of thing? I suppose it could be modified further to suggest a skill range for skills as opposed to number of skill dice. Suggestion on range of banked character points and force points. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Posted: Sun Sep 22, 2013 8:33 pm Post subject: |
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The D6 Core System GM Aid Screen has something about Die Code Comparisons on P37 which goes something like:
Attributes
1D: Below Human average for an attribute
2D: Average Human attribute
3D: Average adventurer attribute
Skills
2D+1 to 3D+2: Average skill level
4D to 5D+2: Competent skill level
6D to 7D+2: Professional skill level
8D to 9D+2: Highly skilled
10D to 11D+2: Exceptionally skilled
12D or more: Legendary skill level
Is this what you were after?
I know I've seen a couple of these types of progression charts somewhere, but this is the only one I could find... Doesn't list character point totals though so maybe there's another chart lurking somewhere...
T.C. _________________ "For every person with a spark of genius, there are a hundred with ignition trouble." |
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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 782
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Posted: Sun Sep 22, 2013 9:59 pm Post subject: |
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There's a list in 2E R&E that lists the skill level by how good the person is. I'd have to look it up but it starts with:
1D - Below average
2D - Average
3D - Above Average
4D - Professional
5D - Best in so many (10,000? 100,000?)
It continues on this way. If I remember correctly a skill of 9D is best on a planet or something like that. |
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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 782
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Posted: Sun Sep 22, 2013 10:03 pm Post subject: |
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Found it. Page 207:
Once you've come up with the character's concept, you
should decide on his game statistics. Most of the time, you
need only determine a character's attributes and major
skills, although major characters often require additional
work.
When it comes to assigning skills and attributes, use
these guidelines below:
Die Code Description
1D Below human average for an attribute.
2D Human average for an attribute and many skills.
3D Average level of training for a Human.
4D Professional level of training for a Human.
5D Above average expertise.
6D Considered about the best in a city or geographic area. About 1 in 100,000 people will have training to this skill level.
7D Among the best on acontinent. About 1 in 10,000,000 people will have training to this skill level.
8D Among the best on a planet. About 1 in 100,000,000 people will have training to this skill level.
9D One of the best for several systems in the immediate area. About 1 in a billion people have a skill at this level.
10D One of the best in a sector.
11D One of the best in a region.
12D+ Among the best in the galaxy. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Sun Sep 22, 2013 10:20 pm Post subject: |
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Though I think he's trying to assess not a single skill, but the general "experience level" of the sum total of a character's skills and attributes. Is that correct? _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Sep 22, 2013 10:29 pm Post subject: |
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Sorry guys thought I had been clear. I will try again =)
I am looking for a progression chart that give a sum of total experience dice for a certain range of experience.
The Skill and Attribute progression charts are fine for figuring out a few things for an NPC. The problem I run into is when I have an NPC that is going to engaged with the players. When I want something more than a range of stats and only pertinent skills in a certain range. This is fine in 90% of the cases, but I do find myself thinking more about character development if I make the character.
Now there is something to be said for incomplete stats on even a long-term NPC. You can quite literally toss out whatever dice pool you want for a skill. The downside, people start scratching their heads and ask, "Uh when did he get that skill and get sooooo good?"
It is not a huge thing for to find this progression chart. I was more curious and then when I couldn't find it after I thought I knew where it was, well ... I could not sleep. You know how it is. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 782
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Posted: Sun Sep 22, 2013 11:34 pm Post subject: |
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I see what you're saying now. I think I saw that chart but it was listed in character points not in skill dice.
If I remember it averaged out to something like 10cps per adventure. Not gaming session, but adventure, which usually takes two or three sessions to complete. That's about what your characters should be getting on average anyway.
Figure out how many adventures your NPC has been on then multiply by ten and then stat them out. Write down a few notes,maybe a sentence or two, about the adventures they were on so you have background for the NPC.
From page 160 & 161 of 2E R&E
As a general rule, a character should receive between three and 15 Character Points for each adventure. The award depends upon several factors:
• How Well The Characters (and Players) Did. This is a
reward for how the group did as a whole. If the players solved
puzzles, came up with great solutions, and made sure that
everyone had fun, give them six to eight Character Points; if
the players did very poorly, they should only receive three
or four Character Points.
• How Well Each Individual Player Did. If certain players
were exceptional — very clever and went out of their way to
make the game fun, give the player an extra two or three
Character Points.
• Whether They Cooperated. If the players worked well as
a team, they should get two to four extra Character Points.
If they did nothing but argue (as players, not as characters;
characters traditionally hassle each other during the game),
they shouldn't receive points for working together.
• Did They Play In Character? If a player roleplayed his
character well, give him three or four Character Points. If
the player didn't play the character correctly — such as
having his Jedi commit evil at every chance — don't give him
any points for roleplaying.
• Did All Of You Have Fun? If all of you (yes, this includes
the gamemaster) had a good time, give the players as many
as three or four Character Points as a way of saying, "Good
game." If players were difficult and never tried to get into the
spirit of things, don't give them these bonus points. |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Mon Sep 23, 2013 2:01 am Post subject: |
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Good information. Man I do not remember CPs being awarded that freely. That's crazy! But then again if players are using them roll an additional exploding die that can rolled after they have rolled the initial die pool ... they could be burning through them pretty fast. If so then the large awarding of CP's make sense. But I also know from experience, that players spend nearly all the points you award them. Perhaps the GM should encourage players to use them. Give some nice in-game narratives or bonus.
I know that I will allow players to spend CP's for clues or do add something to the story. Hmmmm ... maybe 3-15 isn't that bad, makes roughly 10 an adventure? Still seems really high to me.
I think I would award more in the range of say 8, expecting the players to spend at least 3 CP's in an adventure. Leaving 5 CP for improvement if they bank the 3 they used. Allowing for a slower progression. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 782
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Posted: Mon Sep 23, 2013 3:44 am Post subject: |
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Well, it's 9 on average. 15-3 = 12. 12/2 = 6. 6+3 = 9. But sometimes it's more and sometimes it's less, so might as well use ten, it's easier to figure.
You've got to remember this is once an adventure, not once a night. Every 4-6 hours or so of game play (2-3 two hour sessions) is when you dole out character points. Improving skills gets more expensive every time you go up a die code. 9 cps eventually becomes a choice between improving one skill to 9D+1 or three skills to 3D+1.
My first GM used to dole out CPs at the end of every session. We began to realize something was up when I was quickly outpacing everyone in the group. I was the only one who was specced for combat in the first group I played in and rarely had to use CPs in combat. (It wasn't all that powerful, not like some of the min-maxed characters I've made since then) Everyone else was more than happy to do the non-combat work, so I didn't have to do much but command and fight. I was improving skills after every session and my specialty in blaster carbine started at 7D (4D Dex, 6D Blaster, 7D specced Blaster Carbine) and was at 10D in 9 sessions, which was probably barely more than 10 hours worth of play. And yes, I was upgrading other skills as well. It got to the point where I would call my shot and the Gm would just say, "You hit, unless you got a 1 on the wild die." No one else in the group was approaching 10D in anything. |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Mon Sep 23, 2013 12:11 pm Post subject: |
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shootingwomprats wrote: | Sorry guys thought I had been clear. I will try again =)
I am looking for a progression chart that give a sum of total experience dice for a certain range of experience. |
I believe there is such a chart the GM's Handbook (2nd edition). Basically it breaks the NPCs down into categories based on their total number of dice and their dice relative to the PCs.
This important thing with NPCs though is that their general competency usually isn't as important as their competency with the specific abilities they will be using against the PCs. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Sep 23, 2013 2:32 pm Post subject: |
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shootingwomprats wrote: | Good information. Man I do not remember CPs being awarded that freely. That's crazy! But then again if players are using them roll an additional exploding die that can rolled after they have rolled the initial die pool ... they could be burning through them pretty fast. If so then the large awarding of CP's make sense. But I also know from experience, that players spend nearly all the points you award them. Perhaps the GM should encourage players to use them. Give some nice in-game narratives or bonus.
I know that I will allow players to spend CP's for clues or do add something to the story. Hmmmm ... maybe 3-15 isn't that bad, makes roughly 10 an adventure? Still seems really high to me.
I think I would award more in the range of say 8, expecting the players to spend at least 3 CP's in an adventure. Leaving 5 CP for improvement if they bank the 3 they used. Allowing for a slower progression. |
Well, each of the modules we have for our Sparks group is wrote with a max of 7cp for a 4 hr session, + up to 3 bonus for first place in RP awards.. So 7-15 for an adventure is not that outlandish. _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Tue Sep 24, 2013 11:00 am Post subject: |
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I've been using a base award of 1CP per hour spent gaming. Which gets modified up or down based on how well the players play.
It works out pretty good for us, since it tends to take us about 7-8 hours to complete an adventure. So we average about 7-8 CPs per adventure.
What we've found with our groups is that 7-8 CP allows for a reasonable rate of advancement while still allowing players to spend a couple of CPs on die rolls. |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
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Posted: Tue Sep 24, 2013 1:46 pm Post subject: |
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I use the 3-15 CP per adventure (which is about two sessions, so 8-10 hours of gaming), though it usually ends up being 15, as the players work together, really get into character, solve problems together, etc. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Sep 24, 2013 2:39 pm Post subject: |
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Sounds like we need a thread in the gm area, over how many cp awarded, you see players hording to use on advancement, vice using to save their butts. _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Sep 25, 2013 10:45 am Post subject: |
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garhkal wrote: | Sounds like we need a thread in the gm area, over how many cp awarded, you see players hording to use on advancement, vice using to save their butts. |
Probably not a bad idea. The guidelines in the RAW is a big vague, and frankly WEG didn't seem to follow them with their published adventures.
What I've found is that where players save CP or spend them to save their butts has less to do with the amount of CPs given out that with the abilities of the player. Clever players tend to be more careful and don't get into as many situations where they need to spend CPs to augment die rolls. |
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