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<blockquote data-quote="herrozerro" data-source="post: 6284661" data-attributes="member: 86211"><p>Edit: Ninja'd</p><p></p><p><strong>XP</strong></p><p></p><p>XP in Numenera is used for both advancement and spending on temporary bonuses. Spending various amounts of XP on things will give you different things.</p><p></p><p>1xp will give you an immediate benefit, rerolling any die roll, even another players. And refusing a GM intrusion.</p><p></p><p>2xp will net you a short or medium term benefit, like gaining a skill or bonus with a narrow focus. Like gaining specialization in lock picking in a certain area because your character used to be a prisoner in the area. Or alternatively gaining access to an entire ability for a scene or scenerio.</p><p></p><p>3xp will get you a long term benefit, these are mostly story benefits like a house or a job. An example used in the book is a character working in a library and working with the DM to give that character familiarity in all kinds of research.</p><p></p><p>4xp is permanent advancement, buying a new skill, ability, gaining more edge or raising your pools.</p><p></p><p></p><p><strong>Effort</strong></p><p><strong></strong></p><p><strong></strong>Effort is a characters ability to push themselves, spending 3 pool will give you one level of effort, which can be applied in the following manner. Either to make a task one step easier to do, IE a 7 being treated as a 6, or adding 3 additional bonus damage.</p><p></p><p>A character can only put as much effort out as they have level in it (one stat that can be advanced through advancement)</p><p></p><p></p><p><strong>Modifiers</strong></p><p><strong></strong></p><p><strong></strong>There are dic modifiers, but if they add up to +3 it automatically becomes a step. (lowering the difficulty by 1.) For example if I have items for a +2 and an assist for a +1 rather than a +3 the difficulty can be lowered from 7 to 6. If a task can be lowered to 0 then it's an auto success.</p><p></p><p>Difficulty 7, 8, 9 and 10 are considered impossible unless you have training, specialization or bonuses. But it's not impossible to do a 10 difficulty later on with effort and training.</p><p></p><p></p><p><strong>Difficulty</strong></p><p><strong></strong></p><p>The GM determines the difficulty, there is a section starting on page 86 that deals with how to determine action difficulty. but in general difficulty is 1 of 10 levels and the descriptions are:</p><p></p><p>Routine</p><p>Simple</p><p>Standard</p><p>Demanding</p><p>Difficult</p><p>Challenging</p><p>Intimidating</p><p>Formidable</p><p>Heroic</p><p>Immortal</p><p>Legendary</p><p></p><p>So yeah, there is some GM adjudication going on, but it takes a bit to get the hang of.</p></blockquote><p></p>
[QUOTE="herrozerro, post: 6284661, member: 86211"] Edit: Ninja'd [B]XP[/B] XP in Numenera is used for both advancement and spending on temporary bonuses. Spending various amounts of XP on things will give you different things. 1xp will give you an immediate benefit, rerolling any die roll, even another players. And refusing a GM intrusion. 2xp will net you a short or medium term benefit, like gaining a skill or bonus with a narrow focus. Like gaining specialization in lock picking in a certain area because your character used to be a prisoner in the area. Or alternatively gaining access to an entire ability for a scene or scenerio. 3xp will get you a long term benefit, these are mostly story benefits like a house or a job. An example used in the book is a character working in a library and working with the DM to give that character familiarity in all kinds of research. 4xp is permanent advancement, buying a new skill, ability, gaining more edge or raising your pools. [B]Effort [/B]Effort is a characters ability to push themselves, spending 3 pool will give you one level of effort, which can be applied in the following manner. Either to make a task one step easier to do, IE a 7 being treated as a 6, or adding 3 additional bonus damage. A character can only put as much effort out as they have level in it (one stat that can be advanced through advancement) [B]Modifiers [/B]There are dic modifiers, but if they add up to +3 it automatically becomes a step. (lowering the difficulty by 1.) For example if I have items for a +2 and an assist for a +1 rather than a +3 the difficulty can be lowered from 7 to 6. If a task can be lowered to 0 then it's an auto success. Difficulty 7, 8, 9 and 10 are considered impossible unless you have training, specialization or bonuses. But it's not impossible to do a 10 difficulty later on with effort and training. [B]Difficulty [/B] The GM determines the difficulty, there is a section starting on page 86 that deals with how to determine action difficulty. but in general difficulty is 1 of 10 levels and the descriptions are: Routine Simple Standard Demanding Difficult Challenging Intimidating Formidable Heroic Immortal Legendary So yeah, there is some GM adjudication going on, but it takes a bit to get the hang of. [/QUOTE]
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