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Post by daeglan on Nov 1, 2015 18:29:38 GMT -8
what do you mean?
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Post by joecrak on Nov 1, 2015 20:24:13 GMT -8
The relative low amount of XP suggested, versus the exponential cost of growing more proficient.
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Post by daeglan on Nov 1, 2015 21:37:50 GMT -8
oh dear you might have to save xp from one session. Most stuff costs less than 25 xp. Meaning most of the time you can afford it on 1 sessions xp. The only thing that is worse is buying new specs... which likely won't happen that often.
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Post by Kainguru on Nov 1, 2015 23:47:03 GMT -8
Yeah one of the guests on Order 66 has the same problem as you - his group meets infrequently so he aims for the 30xp/session. There should also be incremental bonus XP handed out for things like good roleplaying or being incredibly clever in solving a problem - 2-5xp bonus per incident is usual. One of the Order 66 GM's even gives 5xp bonuses to players who take on certain book keeping tasks between sessions with a 15xp cap We usually game weekly for a few hours and I used to give 10-15xp but now it's more like 15-20xp after listening to the O66 guys . . . I was being tight in retrospect which I think might be the problem in the current case being cited. Aaron
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Post by joecrak on Nov 2, 2015 4:28:57 GMT -8
Good to know should i ever run the game, as its likely far too late for my gms to change their standard.
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Post by daeglan on Nov 11, 2015 21:42:11 GMT -8
It is never too late to award more XP standard.
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Post by Kainguru on Nov 12, 2015 17:30:40 GMT -8
Yeah just give some between session XP and call it 'off camera' activities Aaron
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Post by joecrak on Nov 13, 2015 4:47:50 GMT -8
Yeah, well, im not the gm, so not my call.
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jaiden0
Journeyman Douchebag
Posts: 131
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Post by jaiden0 on Nov 24, 2015 12:26:42 GMT -8
My experience has been that crits rolled on the chart are very anticlimactic. Many of the criticals only last for the the combat and effect things you likely won't do in the combat. Against villains they are especially disappointing as a system. Against minions they are overly effective, taking out minions for free. Against rivals and up they almost aren't worth tracking or can trivialize a fight. Other than the few combat worthy criticals, they only matter to the players as a metric of long term damage. In short I feel like the wound and critical system (which can't really be separated) are poorly done in this line comparatively with WHFRP 3rd (where the narrative dice system for FFG got its start). For anyone with both systems it might even be worth it to try and integrate WHFRP's wound cards. this is only true when you don't have bonuses that put you over 100! My char is +40...
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 24, 2015 19:25:02 GMT -8
See the part about trivializing fights.
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