Differences

This shows you the differences between two versions of the page.

Link to this comparison view

open:mechanics:core:characterimprovments [2013/11/06 12:43]
darth_tigger capitalisation
open:mechanics:core:characterimprovments [2013/11/06 13:22] (current)
darth_tigger
Line 1: Line 1:
 ==== Character Improvement ==== ==== Character Improvement ====
  
-Over time, people learn from their experiences and improve their skills and abilities. This is part of life and also a staple of narrative fiction - the farm boy becoming a hero or the bit-part actress who becomes a global superstar. Characters do this by gaining <apdx ref=":​open:​mechanics:​rulecards:​28222">​Character Points</​apdx>​ which are  used to <apdx ref=":​open:​mechanics:​rulecards:​28223">​acquire new advantages</​apdx>​ or increase the CP / Dice Value of existing ​cards.+Over time, people learn from their experiences and improve their skills and abilities. This is part of life and also a staple of narrative fiction - the farm boy becoming a hero or the bit-part actress who becomes a global superstar. Characters do this by gaining <apdx ref=":​open:​mechanics:​rulecards:​28222">​Character Points</​apdx>​ which are  used to <apdx ref=":​open:​mechanics:​rulecards:​28223">​acquire new advantages</​apdx>​ or increase the CP / Dice Value of existing ​advantages.
  
  
Line 11: Line 11:
 == Spending CP == == Spending CP ==
  
-Characters do not have to spend CP immediately,​ they can be accumulated. A note of spare CP should be made on the Character sheet. The CP can be spent any time the character is not in combat, but only with the approval of the group. It is reasonable for a hero on a quest to improve their sword skill having learnt from the experience of slaying a monster, but not suddenly ​gaining ​a new language without anyone to teach it. Characters should not be restricted in their development but it is reasonable to prevent them using spare CP to suddenly gain exactly the skill needed for the situation.+Characters do not have to spend CP immediately,​ they can be accumulated. A note of spare CP should be made on the Character sheet. The CP can be spent any time the character is not in combat, but only with the approval of the group. It is reasonable for a hero on a quest to improve their sword skill having learnt from the experience of slaying a monster, but not suddenly ​speak a new language without anyone to teach it. Characters should not be restricted in their development but it is reasonable to prevent them using spare CP to suddenly gain exactly the skill needed for the situation.
  
  
Line 18: Line 18:
 Game Leaders can reward players with new paths when they complete significant parts of the campaign. For example, a party who has just completed a dangerous mission for a prince might be given the Courtly Life path as the prince rewards his new friends with a place in his court. ​ Game Leaders can reward players with new paths when they complete significant parts of the campaign. For example, a party who has just completed a dangerous mission for a prince might be given the Courtly Life path as the prince rewards his new friends with a place in his court. ​
  
-Alternatively the Game Leader may create a unique <apdx ref="​open:​mechanics:​rulecards:​adventurepath">​adventure path</​apdx>​ that reflects the character'exploits. This path offers a selection of abilities that the characters may have acquired during their adventures. This might include knowledge of the types of monster encountered or an Environment advantage if the characters spent a long time in one area. It can also include useful skills that the characters may have learned during their journey. This is a very useful way for players to round off their characters'​ abilities without buying new paths.+Alternatively the Game Leader may create a unique <apdx ref="​open:​mechanics:​rulecards:​adventurepath">​adventure path</​apdx>​ that reflects the characters' exploits. This path offers a selection of abilities that the characters may have acquired during their adventures. This might include knowledge of the types of monster encountered or an Environment advantage if the characters spent a long time in one area. It can also include useful skills that the characters may have learned during their journey. This is a very useful way for players to round off their characters'​ abilities without buying new paths.
  
 Adventure paths can be put together by the Game Leader or created collectively by the group. Players can suggest advantages for the path that their character may have taught other characters or ones inspired by events within the adventure. This may involve creating new advantages. ​ Adventure paths can be put together by the Game Leader or created collectively by the group. Players can suggest advantages for the path that their character may have taught other characters or ones inspired by events within the adventure. This may involve creating new advantages. ​
Line 34: Line 34:
 While characters can easily acquire mundane items there will always be rare or unique items of equipment. These can only be gained by defeating enemies, completing quests or similar exploits and are a reward to players for successful role playing. ​ While characters can easily acquire mundane items there will always be rare or unique items of equipment. These can only be gained by defeating enemies, completing quests or similar exploits and are a reward to players for successful role playing. ​
  
-What counts as treasure will depend on the setting and the players. A magical ring might be desirable treasure in a fantasy game but a simple knife or mobile phone might be prized in a prison-based adventure. Some keywords such as  <apdx ref=":​open:​mechanics:​rulecards:​double">​Double ​(Specify)</​apdx>,​ <apdx ref=":​open:​mechanics:​rulecards:​freespecify">​Free ​(Specify)</​apdx>​ and <apdx ref=":​open:​mechanics:​rulecards:​dice">​Dice</​apdx>​ can be added to equipment to make them unique and highly desirable. They also make equipment significantly more powerful and Game Leaders should take care not to be overly generous. Treasure can also tweak existing keywords. A custom version of a weapon could have a longer <rule ref=":​open:​mechanics:​rulecards:​27286">​Range (x)</​rule>​ or an easier <rule ref="​open:​mechanics:​rulecards:​reload">​Reload</​rule>​.+What counts as treasure will depend on the setting and the players. A magical ring might be desirable treasure in a fantasy game but a simple knife or mobile phone might be prized in a prison-based adventure. Some keywords such as  <apdx ref=":​open:​mechanics:​rulecards:​double">​Double ​[Specify]</​apdx>,​ <apdx ref=":​open:​mechanics:​rulecards:​freespecify">​Free ​[Specify]</​apdx>​ and <apdx ref=":​open:​mechanics:​rulecards:​dice">​Dice</​apdx>​ can be added to equipment to make them unique and highly desirable. They also make equipment significantly more powerful and Game Leaders should take care not to be overly generous. Treasure can also tweak existing keywords. A custom version of a weapon could have a longer <rule ref=":​open:​mechanics:​rulecards:​27286">​Range (x)</​rule>​ or an easier <rule ref="​open:​mechanics:​rulecards:​reload">​Reload</​rule>​.
  
 What makes an item treasure is its scarcity and usefulness. The harder equipment is to acquire and the more it enables characters to do, the greater its value to the players. Other than this, treasure is no different from any other equipment and can be used in the same way. Players can turn treasure into character equipment advantages by spending the necessary CP but this may cause them problems if they choose an item that is unique and then lose it.  ​ What makes an item treasure is its scarcity and usefulness. The harder equipment is to acquire and the more it enables characters to do, the greater its value to the players. Other than this, treasure is no different from any other equipment and can be used in the same way. Players can turn treasure into character equipment advantages by spending the necessary CP but this may cause them problems if they choose an item that is unique and then lose it.  ​
Line 40: Line 40:
 == Milestones == == Milestones ==
  
-A milestone is a marker in the character'​s life and the narrative of the game, a significant point defining the end of one part and the beginning of another. What qualifies as a milestone and how often they occur will depend on the nature and style of play the group enjoys. They should not be so frequent as to become meaningless nor so rare that characters never reach them. +A milestone is a marker in the character'​s life and the narrative of the game, a significant point defining the end of one part and the beginning of another. What qualifies as a milestone and how often they occur will depend on the nature and style of play the group enjoys. They should not be so frequent as to become meaninglessnor so rare that characters never reach them. 
  
-A rule-of-thumb is milestones should be reached every every twenty to thirty hours of play. If players are using standard 70 CP characters and gaining one CP per hour of play, the first milestone should be around 100 CP and, on average, every further 25 CP. Rather than slavishly following these timings, Game Leaders should coincide the milestones with a significant event in the narrative such as finishing a major adventure. ​+A rule of thumb is that milestones should be reached every every twenty to thirty hours of play. If players are using standard 70 CP characters and gaining one CP per hour of play, the first milestone should be around 100 CP and, on average, every further 25 CP. Rather than slavishly following these timings, Game Leaders should coincide the milestones with a significant event in the narrative such as finishing a major adventure. ​
  
 At each milestone characters receive additional <apdx ref="​open:​mechanics:​rulecards:​metacharacterpoints">​meta-character points</​apdx>​ they can use to increase their dynamic or static potential, their recoup or the number of free resists they have.  At each milestone characters receive additional <apdx ref="​open:​mechanics:​rulecards:​metacharacterpoints">​meta-character points</​apdx>​ they can use to increase their dynamic or static potential, their recoup or the number of free resists they have. 
  
open/mechanics/core/characterimprovments.txt ยท Last modified: 2013/11/06 13:22 by darth_tigger
Recent changes RSS feed

The 6d6 RPG tabletop store is owned and operated by Chris Tregenza. Who also owns and runs Myomancy, a site about ADD / ADHD medication, Autism and Dyslexia Treatments and also site called Poosk. Chris also provides copy-writing, web design SEO advice to sites like Dingles' Games pathfinder rpg resources.