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Post by The Barney on Apr 9, 2012 6:12:44 GMT -8
Hey everyone, My group is starting our first traveler game in 2 weeks and the idea of adding some house rules for advancement came up. We don't want to add to much since we haven't even started playing yet, but we like the idea of heaving something like a xp system for increasing skills and stats.
What, if any, house rules dose everyone else use?
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Post by Deleted on Apr 21, 2012 1:56:00 GMT -8
I hate the standard Mongoose experience system, which I suspect was a late addition to the rules. It's bureaucratic, predictable (no die roll), takes no account of player activity (good/bad die rolling, experimentation), or the availability of training resources (teachers, computers, practice grounds), does not cover possible changes to attributes, nor do existing attributes (Int & End particularly) influence how much experience you get. They are not consistent with character generation, where a skill takes 6 months to a year to develop. I give characters a 6 monthly experience die roll (8+) modified down by the current skill level (divided by 2) or current attribute level (divided by 3) that you are seeking to increase. If your character normally gets a bonus for Int, that increases your chance of increasing a mental attribute (NOT Social standing - see below). End bonuses work the same way for physical attributes. For skill increases a relevant bonus (often Int, sometimes Dex or End for physical skills) may be applied.
Social status is a special case, which changes with expenditure every 6 months (as per MegaT) up to level 10. Beyond level 10 you need a patent of nobility, either granted by a sector Duke, or by The Emperor himself. Amounts are under “Equipment” on page 87 of the Pocket Rulebook.
An exceptionally successful skill/attribute roll that plays an important part in the game should (at GM & player’s discretion) be taken as evidence that you have already achieved a new skill/attribute level for the current 6 month period.
Other bonuses or penalties may apply depending on how you are doing the self-development. It's difficult and unpredictable. Like the standard rules, it is still easier to increase your abilities from a low value to a moderate one.
Let me know what you think of this general concept.
Thanks, Lindsay Jackson.
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