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Classless, Levelless, Expless RPG's?
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<blockquote data-quote="F5" data-source="post: 498033" data-attributes="member: 4607"><p>The skill advancement system in R. Talsorian's Cyberpunk game did something similar to the time/training-based improvement scheme you're talking about. Basically, skills had levels (essentially the same as Ranks in d20), and it cost 10 Improvement Points times the skills' current level to raise it to the next level. It cost 40 IP to go from +4 to +5, for example.</p><p>There were three ways to improve your skills: book-learning, training with a mentor, and real-world use. To learn from a book you were able to earn 1 IP per day of study, but could only go from levels +0 to +2 with this method. </p><p>You got between 1-5 IP per session by training with a mentor, but the highest levels you could learn depended on how good the teacher was (there was a Teaching skill, or something similar). The only unlimited way to advance (besides finding a batter teacher) was real-world experience. You got between 1 and 9 IP per game session for using a skill. 1 point for using a skill regularly, but without much success, and 9 points for using a skill in such a mind-bogglingly brilliant and original way that it brings tears to the DM's eyes.</p><p>Attacks are skill-based (stat+skill+1d10 roll), and are divided up into weapon types; you have a handgun skill, a heavy weapons skill, a brawling skill, etc. They improve like any other skill, through training or practice.</p><p>Most skill-based systems (this one included) differ from level-based systems in that skills are harder to raise as you get better. Once you get up into the +10 range of skill level, it takes a LONG time to earn the 100 IP you need to get to +11. Because of the CR-based XP system, you gain levels in a more linear fasion (they say the XP tables are based on 13 CR-appropriate encounters per level). Level-based skills and abilities advance in a predictable and steady way. It's not always logical, but it's predictable.</p><p>I've been thinking a lot about this lately, as you can see. I've been trying on and off to put together a d20 compatible skill-based system. I've found that by the time you account for all aspects of the level system, it's not d20 in any meaningful way, and so ultimately kind of a pointless exercise. But I'll probably still try...</p></blockquote><p></p>
[QUOTE="F5, post: 498033, member: 4607"] The skill advancement system in R. Talsorian's Cyberpunk game did something similar to the time/training-based improvement scheme you're talking about. Basically, skills had levels (essentially the same as Ranks in d20), and it cost 10 Improvement Points times the skills' current level to raise it to the next level. It cost 40 IP to go from +4 to +5, for example. There were three ways to improve your skills: book-learning, training with a mentor, and real-world use. To learn from a book you were able to earn 1 IP per day of study, but could only go from levels +0 to +2 with this method. You got between 1-5 IP per session by training with a mentor, but the highest levels you could learn depended on how good the teacher was (there was a Teaching skill, or something similar). The only unlimited way to advance (besides finding a batter teacher) was real-world experience. You got between 1 and 9 IP per game session for using a skill. 1 point for using a skill regularly, but without much success, and 9 points for using a skill in such a mind-bogglingly brilliant and original way that it brings tears to the DM's eyes. Attacks are skill-based (stat+skill+1d10 roll), and are divided up into weapon types; you have a handgun skill, a heavy weapons skill, a brawling skill, etc. They improve like any other skill, through training or practice. Most skill-based systems (this one included) differ from level-based systems in that skills are harder to raise as you get better. Once you get up into the +10 range of skill level, it takes a LONG time to earn the 100 IP you need to get to +11. Because of the CR-based XP system, you gain levels in a more linear fasion (they say the XP tables are based on 13 CR-appropriate encounters per level). Level-based skills and abilities advance in a predictable and steady way. It's not always logical, but it's predictable. I've been thinking a lot about this lately, as you can see. I've been trying on and off to put together a d20 compatible skill-based system. I've found that by the time you account for all aspects of the level system, it's not d20 in any meaningful way, and so ultimately kind of a pointless exercise. But I'll probably still try... [/QUOTE]
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