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*Pathfinder & Starfinder
Wyrd -- an alternative XP system
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<blockquote data-quote="GreatLemur" data-source="post: 3152391" data-attributes="member: 28553"><p>This is an extremely interesting system, and one that I think deserves a lot of playtesting. I'm strongly in favor of goal-based advancement in general, and since this doesn't divorce advancement from XP, game mechanics that reply upon that commodity (item creation, for example) is left unharmed. Also, any mechanic that encourages players to create and pursue their own side goals is <em>very</em> welcome.</p><p></p><p>At first I thought the limitations on Wyrds per session were unnecessary, but obviously the Wyrd bonus and the broad range of possible goals make that <em>extremely</em> necessary.</p><p></p><p>I think I'd rather just call them "Goals" than "Wyrds", however. I understand the logic behind the name--or at least I think I do--but it seems like counterintuitive jargon, to me. I'd probably leave out the NPC Wyrds and Dooms (as GM fiat should should make that kind of thing unnecessary), and sacrificing Wyrds (in light of your own observations, and the possibility to use action points or other such mechanics to fill the role of last-minute life saver).</p><p></p><p>All in all, though, it looks like a great mechanic with a lot of potential to reward players for playing in a way that makes things more fun and interesting, and actually makes sense in terms of "in character" logic.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3152391, member: 28553"] This is an extremely interesting system, and one that I think deserves a lot of playtesting. I'm strongly in favor of goal-based advancement in general, and since this doesn't divorce advancement from XP, game mechanics that reply upon that commodity (item creation, for example) is left unharmed. Also, any mechanic that encourages players to create and pursue their own side goals is [i]very[/i] welcome. At first I thought the limitations on Wyrds per session were unnecessary, but obviously the Wyrd bonus and the broad range of possible goals make that [i]extremely[/i] necessary. I think I'd rather just call them "Goals" than "Wyrds", however. I understand the logic behind the name--or at least I think I do--but it seems like counterintuitive jargon, to me. I'd probably leave out the NPC Wyrds and Dooms (as GM fiat should should make that kind of thing unnecessary), and sacrificing Wyrds (in light of your own observations, and the possibility to use action points or other such mechanics to fill the role of last-minute life saver). All in all, though, it looks like a great mechanic with a lot of potential to reward players for playing in a way that makes things more fun and interesting, and actually makes sense in terms of "in character" logic. [/QUOTE]
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