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<blockquote data-quote="Aldarc" data-source="post: 7754585" data-attributes="member: 5142"><p>Any argument or counterargument that appeals to the buzzwords "by your logic" is a red flag that tells where the argumentative fallacy where to land. There are much better ways of arguing and debating than falling back on "by your logic" points that attempt to rudely misconstrue the reasoning of others. So remember that every time you say "by your logic," your inane reasoning kill an innocent kitten. </p><p></p><p>Pemerton has addressed some of my points already. So I will just focus on some of the other ones. </p><p></p><p>Fate is a more player/narrative-driven game. Combat is not the end-all-be-all of the game. Character advancement is not necessarily about improving your combat effectiveness nor should your success as a character be measured in combat or the accumulation of experience thereof. Does that mean that characters will shy away from combat? For your groups? Maybe. In my actual experience running Fate? Hell no! </p><p></p><p>So just for an example. A minor milestone reward may include renaming one of your non-High Concept aspects. So you could rename your "Disheveled by Brother's Unsolved Murder" aspect to "Sworn Enemy of Cobra Cult" after finding out who did it during play. So now your aspect invokes/compels will work towards the latter now that the former has been made irrelevant through completing an arc wherein you discovered that Cobra Cult was responsible for your brother's death. And just as a quick refresher, when you invoke an aspect, you spend one of your fate points generally either to re-roll your results or to gain a +2 bonus to the dice results for a given action. But you can only invoke that aspect when that aspect is relevant to the narrative fiction. So you may only get that +2 bonus or re-roll when you are dealing with Cobra Cult in some way, whether that is combat or investigating a scene they are likely involved. </p><p></p><p>(1) If you are making a discovery as a group, as is the case more often then not, then you get XP as a group. </p><p></p><p>(2) XP in Numenera tends to be given in incredibly small gradients: 1-2 XP. </p><p></p><p>Numenera is composed of Six Tiers/Levels. So in order to level up, you need to spend 4 XP on each of the four requirements for each level-up: effort, edge, skill, 4 points to your stat pools. You don't need to know what these do for our discussion, but I thought I would list them. So 16 XP per tier for 5 tiers or 80 XP total to get from Tier 1 to Tier 6. But there is not really a need to be in a mad rush to Tier 6 as the power curve is not as pronounced as it is in D&D. </p><p></p><p>XP is not just meant to be hoarded, but also used. XP is also spent in other ways, such as 1 XP for a short-term benefit (e.g., re-rolls, rejecting GM Intrusions), 2 XP for a medium-term benefit (e.g., localized skill, jury-rigging a one use magical item from multiple other ones), and 3 XP for long-term benefits (e.g., contacts, familiarity [+1 to rolls for a certain task]). But players may still want to hoard their XP for leveling. </p><p></p><p>The general rule of thumb that I have often seen floated among GMs of Numenera online is that players should be saving only half of their XP and actually be spending the other half. I have not looked too closely into Numenera 2, which has just been released within the past 2 two weeks, about whether this issue gets addressed. </p><p></p><p>One word reply: unconvinced. Why not just make the weak baboon worth 0 XP because you just defeated a weak baboon, which should probably be worthless to begin with, and then make the strong baboon worth 2 XP? Nigel Tufnel: "...but these [baboons] go to 23 XP."</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7754585, member: 5142"] Any argument or counterargument that appeals to the buzzwords "by your logic" is a red flag that tells where the argumentative fallacy where to land. There are much better ways of arguing and debating than falling back on "by your logic" points that attempt to rudely misconstrue the reasoning of others. So remember that every time you say "by your logic," your inane reasoning kill an innocent kitten. Pemerton has addressed some of my points already. So I will just focus on some of the other ones. Fate is a more player/narrative-driven game. Combat is not the end-all-be-all of the game. Character advancement is not necessarily about improving your combat effectiveness nor should your success as a character be measured in combat or the accumulation of experience thereof. Does that mean that characters will shy away from combat? For your groups? Maybe. In my actual experience running Fate? Hell no! So just for an example. A minor milestone reward may include renaming one of your non-High Concept aspects. So you could rename your "Disheveled by Brother's Unsolved Murder" aspect to "Sworn Enemy of Cobra Cult" after finding out who did it during play. So now your aspect invokes/compels will work towards the latter now that the former has been made irrelevant through completing an arc wherein you discovered that Cobra Cult was responsible for your brother's death. And just as a quick refresher, when you invoke an aspect, you spend one of your fate points generally either to re-roll your results or to gain a +2 bonus to the dice results for a given action. But you can only invoke that aspect when that aspect is relevant to the narrative fiction. So you may only get that +2 bonus or re-roll when you are dealing with Cobra Cult in some way, whether that is combat or investigating a scene they are likely involved. (1) If you are making a discovery as a group, as is the case more often then not, then you get XP as a group. (2) XP in Numenera tends to be given in incredibly small gradients: 1-2 XP. Numenera is composed of Six Tiers/Levels. So in order to level up, you need to spend 4 XP on each of the four requirements for each level-up: effort, edge, skill, 4 points to your stat pools. You don't need to know what these do for our discussion, but I thought I would list them. So 16 XP per tier for 5 tiers or 80 XP total to get from Tier 1 to Tier 6. But there is not really a need to be in a mad rush to Tier 6 as the power curve is not as pronounced as it is in D&D. XP is not just meant to be hoarded, but also used. XP is also spent in other ways, such as 1 XP for a short-term benefit (e.g., re-rolls, rejecting GM Intrusions), 2 XP for a medium-term benefit (e.g., localized skill, jury-rigging a one use magical item from multiple other ones), and 3 XP for long-term benefits (e.g., contacts, familiarity [+1 to rolls for a certain task]). But players may still want to hoard their XP for leveling. The general rule of thumb that I have often seen floated among GMs of Numenera online is that players should be saving only half of their XP and actually be spending the other half. I have not looked too closely into Numenera 2, which has just been released within the past 2 two weeks, about whether this issue gets addressed. One word reply: unconvinced. Why not just make the weak baboon worth 0 XP because you just defeated a weak baboon, which should probably be worthless to begin with, and then make the strong baboon worth 2 XP? Nigel Tufnel: "...but these [baboons] go to 23 XP." [/QUOTE]
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