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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Mon Apr 25, 2022 4:39 pm Post subject: Chracter Progression System (Testing) |
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New Character advancement system
Changes in CP costs and usage.
After each mission a character can spend his CPs to increase his skills or attributes
Advancing any skill is done +1 pip each time, the exception here is any untrained skill that
succeeds in a heroic check, this skill is given a free +2 advancement after the mission is concluded
Additional CPs can not be spent to increase this to skill until after next mission
Any skill that the player decides to spend CP in game to increas chances of a roll success, adding dice
or otherwise spending a CP on the skill, prevents this skill from further advancement until next mission.
In this system I have changed the cost of all skills and follows a more Tier based progression
Skills that are lower than or upto attribute +1D cost 1cp to advance
Skills at attribute +1D+1 to 2D+2 costs 2cp to advance
skills at 3D-4D+2 above attribute costs 3cp to advance
this replaces the nomal skill cost.
Attributes can be increased to +1D above species maximum at a normal cost of 10Cp pr pip
Further more an attribute can be raised to a maximum of 2D above the species maximum,
but the cost is now 20cp pr pip.
When buying an attribute increase the skills do NOT automatically increase but the CP cost to
advance them will naturally drop acordingly
with this system the self limitation is the numbers of cp given, usually this is in the 3-5cp range pr
mission, allowing a faster but still limited progression.
This will give a bvery rapid character advancement and allow for some to focus on their specialist/high skills
to make them even higher or become more versitile when you realize that you can still increase you starship
piloting skill of 3D+2 to 4D becuse it is still within +1D of you Attribute of 3D MEC, allowing you the
advancement for only 1 cp cost.
any thoughts? |
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pakman Commander
Joined: 20 Jul 2021 Posts: 443
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Posted: Mon Apr 25, 2022 8:37 pm Post subject: |
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interesting.
Reminds me a bit of savage worlds (where the cost of a skill has to do with it's relationship to the parent attribute).
At first impression it "feels" more generous than the usual system. But I have not crunched any numbers on it.
Out of curiosity, what is the goal of this change?
(solving a perceived issue, just wanted something different, like other systems etc). _________________ SW Fan, Gamer, Comic, Corporate nerd.
Working on massive House Rules document - pretty much a new book. Will post soon.... |
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Mon Apr 25, 2022 10:36 pm Post subject: |
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I suspect it can be a little more genrous yes, but not IMO overly so.
The goal was to better imo actually acheive the "level" we see writeups on the "average" or "typical" that are in most cases far superior to anything the suposedly heroic and "a cut above the rest" characters would never normally achive.
but this way they will still be limited to the noraml amount of skill points, but some skill swill be possible to raise at a possibl slightly reduced cost, but I feel if you want heroes, then sorry to say having raised skills slightly would imo be the way to go.
Also, the cost of attributes is still 10XD as pr raw, in an attempt to not overly ubalance the system, but make it a little more "heroic" when you maybe only have the possiblity to run short 1-4 adventure campaign, with usually 12-15 cp total pr adventure ( often several little missions with 2-3 cp awarded each)
With this in mind the smuggler may well be a smuggler and may well be one that can make itno a living but we do have the numbers to be a hero, 50 cp gives not much with the normal cost.
of course this sytem will be maybe ( I am sure) super unbalanced in cases of very long running and high CP campaing, you do 10-15 adventures, 3-4 full "adventure books/collection" and acumulate 200-300 cop sure, but who can do that
So yes I mean it to be generous, but not overly so and mostly for shorter to mid lenght campains |
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