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Advancement, A Weird Idea?
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<blockquote data-quote="doctorbadwolf" data-source="post: 9695381" data-attributes="member: 6704184"><p>Thanks! </p><p>So, to clarify. </p><p></p><p>Advancements are generally health with during a Rest, not during a normal scene. The only times it could interrupt play are; </p><ol> <li data-xf-list-type="ol">Total Successes - in this case, you will usually get multiple total successes per session, and you can only mark so many advancements for it, so a few missed opportunities isn’t a big deal. I will probably try to design the skill map on the character sheet for this version of the game to have a box to tick next to each skill for this. Then you gain ranks and clear boxes during your next rest. </li> <li data-xf-list-type="ol">The Player goes out of their way to train, in which case awesome that is just one of many types of roleplaying scene. </li> </ol><p>I will keep my eye on these cases though, and I appreciate having it pointed out as a potential issue. </p><p></p><p>It does necessitate some sort of cheat sheet for the players more easily keep everything straight. As I say above though, advancement doesn’t interrupt play, it’s built into the mechanics of Rests. </p><p></p><p>Good points. I think the main thing I don’t like is having to track Spent XP and Unspent Xp, and point costs for things, and I’d rather just have major and minor traits, skills and specialties, and how many you have of each. </p><p></p><p>Hmmm I’m not sure why anyone would wrongly identify an opportunity to mark a skill for specialty rank advancement. Total Success and Critical Success (which counts as total success plus a little extra) are the only ways to get it. Perhaps it will help to have “Mark the Skill for Advanc.” On the success ladder on the chapter sheet next to Total Success would help. </p><p></p><p>The idea is definitely to have a whole advancement section on the second page of the character sheet, specialty advancement tick-boxes on the first page with the skills, and possibly other simple aids. </p><p></p><p>It might be simplest to also restrict advancement by successes to 1 per skill at a time, but that might weird gameplay by encouraging not using the same skill twice between rests.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9695381, member: 6704184"] Thanks! So, to clarify. Advancements are generally health with during a Rest, not during a normal scene. The only times it could interrupt play are; [LIST=1] [*]Total Successes - in this case, you will usually get multiple total successes per session, and you can only mark so many advancements for it, so a few missed opportunities isn’t a big deal. I will probably try to design the skill map on the character sheet for this version of the game to have a box to tick next to each skill for this. Then you gain ranks and clear boxes during your next rest. [*]The Player goes out of their way to train, in which case awesome that is just one of many types of roleplaying scene. [/LIST] I will keep my eye on these cases though, and I appreciate having it pointed out as a potential issue. It does necessitate some sort of cheat sheet for the players more easily keep everything straight. As I say above though, advancement doesn’t interrupt play, it’s built into the mechanics of Rests. Good points. I think the main thing I don’t like is having to track Spent XP and Unspent Xp, and point costs for things, and I’d rather just have major and minor traits, skills and specialties, and how many you have of each. Hmmm I’m not sure why anyone would wrongly identify an opportunity to mark a skill for specialty rank advancement. Total Success and Critical Success (which counts as total success plus a little extra) are the only ways to get it. Perhaps it will help to have “Mark the Skill for Advanc.” On the success ladder on the chapter sheet next to Total Success would help. The idea is definitely to have a whole advancement section on the second page of the character sheet, specialty advancement tick-boxes on the first page with the skills, and possibly other simple aids. It might be simplest to also restrict advancement by successes to 1 per skill at a time, but that might weird gameplay by encouraging not using the same skill twice between rests. [/QUOTE]
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