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Sweet20 Experience Rules Discussion.
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<blockquote data-quote="Kemrain" data-source="post: 2679420" data-attributes="member: 12153"><p>So I showed this system to my GM and the other player of our small game, and they both liked a lot about it. Not everything, but we had a long <s>fight</s> talk about it and we've come up with a few modifications that leave everyone pretty happy. In the interest of discussion, and writing down the rules so we don't forget them, I'll post them here. Please feel free to steal, modify, or ignore this contrabution.</p><p></p><p></p><p>We've broken the two types of Keys, Motivation and Everything Else, into Minor and Major Keys, respectively. (Mostly because Everything Else is a lame name that isn't descriptive- no offense to the origional namer. Our names are subject to change, but this is an easy way to differentiate and know how much XP they give.) One thing can be either a Major or Minor Key, depending on it's importance to the story and character. The only real difference between the two is how much XP they give and under what circomstances.</p><p></p><p>Minor Keys are things like Key of Bloodlust or Key of the Masochist. They function as they do normally, except that they give 1 or 2 XP, for a minor or major achievement, not 1 and 3. Minor Keys are very open ended, based around a behavior or activity that is tied to the motivation of the character, but usually not the plot of the story. These Keys usually effect the character more than they effect the world.</p><p></p><p>Major Keys, such as Key of Vengeance or Key of Conscience, remain as normal, save now they give 1, 3, and 5 XP for the varying levels of difficulty. Major Keys are usually tied to the plot of the game more than the individual character. These Keys are usually tied more to the world than the character, effecting others as much or more than the PC.</p><p></p><p>Counters have been changed to be more like the Buyoffs of the origional Key System. They never cause you to lose XP, and if you act against a Key you have the option of effectively selling the Key in exchange for XP. (We're using 7 for the moment, but it has been suggested that Major and Minor Keys should have a different XP exchange rate.) Keys that have been sold cannot be repurchased without GM permission, and even if they are, it will be at a loss (see below).</p><p></p><p>You recieve 3 Major Keys and 4 Minor Keys at character creation, and gain no Keys automaticly with level. You must purchase additional Keys with XP. (We're using 10 for the moment, but it has been suggested that Major and Minor Keys should be priced differently, and that buying a Key should always be more expensive than selling a Key.)</p><p></p><p>It takes 100 XP to progress to the next level.</p><p></p><p>We also changed the naming format, so that, for instance, Key of Vengeance becomes Key of the Vengeful. This was done for asthetic reasons only, because my GM liked it that way. (Hooray for small meaningless victories!)</p><p></p><p>So far, we actually have yet to play under this system, but that should change this weekend. The numbers are a guess at this point, and they will be changed once we start playing and see how the balances lie. All three of us are open to changes and are looking forward to seeing how things go. We want to have about 6 months of realtime between levels, with 1-3 6+ hour game sessions per week. We may need to up the number of XP required, but that won't be a problem at all. We're excited about this system (we haven't gotten ANY XP in 11 months, you're DAMN RIGHT we're excited!) and are looking forward to testing its limits.</p><p></p><p>- Kemrain the Hopefully 10th Level Soon.</p></blockquote><p></p>
[QUOTE="Kemrain, post: 2679420, member: 12153"] So I showed this system to my GM and the other player of our small game, and they both liked a lot about it. Not everything, but we had a long [S]fight[/S] talk about it and we've come up with a few modifications that leave everyone pretty happy. In the interest of discussion, and writing down the rules so we don't forget them, I'll post them here. Please feel free to steal, modify, or ignore this contrabution. We've broken the two types of Keys, Motivation and Everything Else, into Minor and Major Keys, respectively. (Mostly because Everything Else is a lame name that isn't descriptive- no offense to the origional namer. Our names are subject to change, but this is an easy way to differentiate and know how much XP they give.) One thing can be either a Major or Minor Key, depending on it's importance to the story and character. The only real difference between the two is how much XP they give and under what circomstances. Minor Keys are things like Key of Bloodlust or Key of the Masochist. They function as they do normally, except that they give 1 or 2 XP, for a minor or major achievement, not 1 and 3. Minor Keys are very open ended, based around a behavior or activity that is tied to the motivation of the character, but usually not the plot of the story. These Keys usually effect the character more than they effect the world. Major Keys, such as Key of Vengeance or Key of Conscience, remain as normal, save now they give 1, 3, and 5 XP for the varying levels of difficulty. Major Keys are usually tied to the plot of the game more than the individual character. These Keys are usually tied more to the world than the character, effecting others as much or more than the PC. Counters have been changed to be more like the Buyoffs of the origional Key System. They never cause you to lose XP, and if you act against a Key you have the option of effectively selling the Key in exchange for XP. (We're using 7 for the moment, but it has been suggested that Major and Minor Keys should have a different XP exchange rate.) Keys that have been sold cannot be repurchased without GM permission, and even if they are, it will be at a loss (see below). You recieve 3 Major Keys and 4 Minor Keys at character creation, and gain no Keys automaticly with level. You must purchase additional Keys with XP. (We're using 10 for the moment, but it has been suggested that Major and Minor Keys should be priced differently, and that buying a Key should always be more expensive than selling a Key.) It takes 100 XP to progress to the next level. We also changed the naming format, so that, for instance, Key of Vengeance becomes Key of the Vengeful. This was done for asthetic reasons only, because my GM liked it that way. (Hooray for small meaningless victories!) So far, we actually have yet to play under this system, but that should change this weekend. The numbers are a guess at this point, and they will be changed once we start playing and see how the balances lie. All three of us are open to changes and are looking forward to seeing how things go. We want to have about 6 months of realtime between levels, with 1-3 6+ hour game sessions per week. We may need to up the number of XP required, but that won't be a problem at all. We're excited about this system (we haven't gotten ANY XP in 11 months, you're DAMN RIGHT we're excited!) and are looking forward to testing its limits. - Kemrain the Hopefully 10th Level Soon. [/QUOTE]
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