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Divorcing Metagame Mechanics from Character Improvement
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MrNexx
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PostPosted: Fri Apr 01, 2016 6:09 pm    Post subject: Divorcing Metagame Mechanics from Character Improvement Reply with quote

So, what I was thinking was divorcing the metagame mechanics of character points from their experience-like aspects.

Assuming they are equal to what character points can currently do when spent, and they would be a per-session resource (i.e. you get X per session, to spend in that session), how many would you say is reasonable? Should it alter character point awards if they're only going to be for character improvement?
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Naaman
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PostPosted: Fri Apr 01, 2016 7:05 pm    Post subject: Reply with quote

I have toyed around with the idea of treating character points like force points. In other words, if used in the right circumstances, then you get them back at the end of the adventure, and if used in an awesome way, you get back extra, etc...

Another option might be to simply allow a character to maintain a reserve of CPs. Set a max limit, perhaps. Any "banked" character points may be spent and recouped each adventure. But banked character points can only be withdrawn at a cost. So, taking any CPs out of the bank for character advancement costs 1 additional CP (Oh, I need 2 CPs to raise my blaster skill; I have 7 in my bank. I'll take out 2, and pay the fee of 1, bringing my bank down to 4 CPs). But any character points in the bank are given back at the end of the adventure if they are used to boost a die roll during play.
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CRMcNeill
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PostPosted: Fri Apr 01, 2016 10:05 pm    Post subject: Reply with quote

I've toyed with the idea of keeping the CP rewards the same, but using them only for character improvement, then giving PCs 1 "Luck Point" for every 3 CP they earn. Yes, yes, I know "there is no such thing as luck", but we also know about Obi-wan's "certain point of view". Personally, I prefer Talon Karrde's take:
Quote:
I've found that what most people call luck is often little more than raw talent combined with the ability to make the most of opportunities.

Those sorts of people also make the best PCs.
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garhkal
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PostPosted: Fri Apr 01, 2016 11:36 pm    Post subject: Reply with quote

Sort of like splitting CP into 2 separate pools. One for stat improvement, one for bonus dice in a session..

If i was to do something that manner, i would say 1/3 of awarded points should be in the "Luck" bracket, and like CRMcNeill suggested, they could 'regenerate' in a similar manner to how FP do.. but those saved for 'stat raising, can't be tapped that way, until the "Luck points" version runs out, those 'banked' into the stat raising pool, could be tapped but at a 2 for one basis..
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Dredwulf60
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PostPosted: Fri Apr 01, 2016 11:47 pm    Post subject: Reply with quote

When I was running a classic D&D campaign involving a group of Knights; each character had a number of points of 'renown'. Since they were all supposed to be faithful to the church as per the Arthurian model of knight.

They could use these points for bonuses as they were literally beloved by God; it constituted a whispered prayer for strength, salvation, endurance, smite, etc.

They 'recharged' their renown points by attending formal church services.

You could do something similar in Star Wars. Give a pool of die-roll modifying character points and have some trigger event that will refresh them. Also a way to earn new ones, based on the type of character they are.
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PostPosted: Sat Apr 02, 2016 12:58 am    Post subject: Reply with quote

garhkal wrote:
Sort of like splitting CP into 2 separate pools. One for stat improvement, one for bonus dice in a session.

I do that. In 1e, there wasn't Character Points. You were instead awarded Skill Points because that's all you could use them for, to advance skills. In 2e they were changed to Character Points because of the additional ways to use them, primarily to "burn" them by boosting rolls in play.

I have Skill Points and Character Points both. Skill Points are the main award for experience in adventures and can only be used to advance skills. I give CPs out as the bonus points for good roleplaying, etc. Just like in 2e, CPs can be used as additional skill points, but they can also be used to boost your luck on a roll. CPs are still usually awarded at the end of the adventure with the Skill Points, but for an especially ingenious idea or entertaining moment I will sometimes give a CP out right on the spot in the adventure as an instant award.
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shootingwomprats
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PostPosted: Sat Apr 02, 2016 3:13 am    Post subject: Reply with quote

Perhaps a set amount of Drama Dice independent of Character Points. They are used exactly the same way but the players each get a set amount at the beginning of an adventure. This can be a set amount or based on a formula. Something like Drama Dice = 3 x lowest attribute + pips? During play players can earn bonus Drama Dice for good ideas, role-playing, moving the story ahead, narrating a good hook for that GM and so on. Once this pool has been exhausted the player may choose to use Character Points. Furthermore, maybe instead of Rollins 1D exploding die for every point spent, give a static modifier. Something like +5 or +10 depending on heroic the game you want to run.
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MrNexx
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PostPosted: Sat Apr 02, 2016 8:53 am    Post subject: Reply with quote

See, I had in mind something closer to Savage World's Bennies... you get 3 per session (4 if you have the Lucky trait), and they function just like character points... spend one to get an additional exploding die. Important NPCs would have them, but most mooks would not. If you don't use yours during a session, they disappear, and are replaced next session.
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Tupteq
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PostPosted: Sat Apr 02, 2016 8:13 pm    Post subject: Reply with quote

I'm currently testing Plot Points (PP) in my games (idea borrowed from Serenity RPG). Each PP provides +1 pip to roll if used before roll (combines with existing pips, so 4D+2 plus 1 PP gives 5D) or +1 to result if used after roll. Maximum of 6 PPs can be used for one action.
New character has 6 PPs, max is 12 PPs, players gain PPs during game session for good roleplaying (usually mental traits and disadvantages), brilliant ideas, achieving goals (personal or group), funny actions etc. Gained PPs can be used instantly or can be saved for later use, but all PPs above 12 are lost, so it's worth to use them.
At the beginning of each session number of PPs is restored to 3 for characters having less then 3 PPs.
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PostPosted: Sun Apr 03, 2016 12:40 am    Post subject: Reply with quote

What's the normal # of CP you award, and will it drop any?
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Tupteq
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PostPosted: Sun Apr 03, 2016 11:50 am    Post subject: Reply with quote

garhkal wrote:
What's the normal # of CP you award, and will it drop any?


Are talking to me? Smile
I'll answer anyway.
Average CPs reward depends on power level of characters. Beginning characters receive 3-4 CPs per session and after many game sessions it may reach 7-8 CPs.
My guideline is that player should be able to raise one important (means one of higher) skill not rarer than every other session. Or raise (almost) one less crucial (lower) after every session.
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PostPosted: Sun Apr 03, 2016 4:52 pm    Post subject: Reply with quote

Yes that was directed your way.. But you pro-rate the # of cps awarded to the table's effective levels?? Strange..

What about when its a mixed table?
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Tupteq
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PostPosted: Sun Apr 03, 2016 7:33 pm    Post subject: Reply with quote

garhkal wrote:
Yes that was directed your way.. But you pro-rate the # of cps awarded to the table's effective levels?? Strange..

What about when its a mixed table?


By mixed table you mean having fresh and seasoned characters in one game, right?
First of all I'm trying to avoid such situations, mixed groups are problematic (usually life of less experienced characters is hard and players are frustrated). So, I usually boost new characters with some extra CPs to reach level comparable to rest of team (but slightly lower).

It's not that I'm awarding players according to their stats, I'm awarding them proportionally to the level of challenge and characters with higher stats can face bigger (and more rewarding) challenges. So, relation is not like: stats -> CPs, but rather: stats -> challenge -> CPs.
In other words, if there's an adventure that is not very challenging, even experienced characters get only few CPs.

I think it answers to your question - with mixed group (actually with any group), number of CPs depends of challenge level of adventure. If there's only one less experienced PC I usually go for more challenging adventures (where newbie will progress fast), on the other hand with only one experienced character I'd probably prepared something less demanding (where experienced character won't be able to raise his high stats too often).

Last note - CP values I provided before are for action, not just for presence during game session. So, in case of "non productive" session number of CPs is reduced.
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PostPosted: Sun Apr 03, 2016 8:30 pm    Post subject: Reply with quote

Tupteq wrote:
By mixed table you mean having fresh and seasoned characters in one game, right?
First of all I'm trying to avoid such situations, mixed groups are problematic (usually life of less experienced characters is hard and players are frustrated). So, I usually boost new characters with some extra CPs to reach level comparable to rest of team (but slightly lower).

This is completely reasonable. It boggles my mind how any GM would be ok with mixing PCs of significantly different experience levels.
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PostPosted: Mon Apr 04, 2016 1:34 am    Post subject: Reply with quote

Whill wrote:
Tupteq wrote:
By mixed table you mean having fresh and seasoned characters in one game, right?
First of all I'm trying to avoid such situations, mixed groups are problematic (usually life of less experienced characters is hard and players are frustrated). So, I usually boost new characters with some extra CPs to reach level comparable to rest of team (but slightly lower).

This is completely reasonable. It boggles my mind how any GM would be ok with mixing PCs of significantly different experience levels.


It can be done, but requires more GM work. It also (usually) involves breaking the oft-repeated mantra (don't split the party). That said, some of the best stories (see Star Wars: A New Hope) occur when you have a mixed party with (sometimes vastly) different "level" characters.
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