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General Tabletop Discussion
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New Design Paradigms - What are they and are they good or bad?
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<blockquote data-quote="Doghead Thirteen" data-source="post: 3353044" data-attributes="member: 49966"><p>I use a triple-pronged system.</p><p></p><p>Firstly, there's the points-based part. It's functionally similar to that used in Shadowrun, World of Darkness ETC. This gives the players a lot of control over what direction they take their character's abilities, which is always good. It also lets players diverge into areas a class / level system wouldn't allow. Our characters tend to be jacks-of-all-trades, but then, over-specialise and you breed in weakness.</p><p></p><p>Secondly, at the end of each session I arbitrarily raise one skill for each PC, that being the skill they either used most, did the most spectacular job with, used in an unexpected way, whatever. </p><p></p><p>And last but definitely not least, each 'episode' of our campaign takes place a good span of time apart. Like, a week or two, maybe as much as three or four months. An 'episode' consists of a single adventure / mission / whatever you want to call it, not necessarily a single gaming session, and it's quite possible to cram two or three into a session if we get onto a real role. The point being, during that 'downtime' between jobs, the characters are doing things - training, doing their day-to-day job, whatever.</p><p>And that raises appropriate skills and stats.</p><p></p><p>It works pretty well for us.</p></blockquote><p></p>
[QUOTE="Doghead Thirteen, post: 3353044, member: 49966"] I use a triple-pronged system. Firstly, there's the points-based part. It's functionally similar to that used in Shadowrun, World of Darkness ETC. This gives the players a lot of control over what direction they take their character's abilities, which is always good. It also lets players diverge into areas a class / level system wouldn't allow. Our characters tend to be jacks-of-all-trades, but then, over-specialise and you breed in weakness. Secondly, at the end of each session I arbitrarily raise one skill for each PC, that being the skill they either used most, did the most spectacular job with, used in an unexpected way, whatever. And last but definitely not least, each 'episode' of our campaign takes place a good span of time apart. Like, a week or two, maybe as much as three or four months. An 'episode' consists of a single adventure / mission / whatever you want to call it, not necessarily a single gaming session, and it's quite possible to cram two or three into a session if we get onto a real role. The point being, during that 'downtime' between jobs, the characters are doing things - training, doing their day-to-day job, whatever. And that raises appropriate skills and stats. It works pretty well for us. [/QUOTE]
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