Hella_Tellah
Explorer
I've been thinking about character advancement and experience schemes recently, shopping around for the best advancement system I can find for the kinds of games I like to run. Which are your favorites?
I really like Keys from The Shadow of Yesterday. Define what is important for your character, then receive experience points each time those situations, complications, or motivations come up in play.
The Basic Role-Playing system is really fun and fairly logical, as far as experience point systems go. Make a check mark next to a skill when you use it, then roll d% under your skill rating at the end of the session/adventure to see if it advances. The higher your skill, the less likely it is to advance.
The Storyteller system of awarding experience at the end of a session is pretty good for awarding particular sorts of behavior among the players. It does feel a little bit too heavy-handed from the ST's side, though, and I've found it often ends the night on a low note because someone feels like they didn't get all the experience they earned.
About the only system I actively dislike is the D&D 3/4 system of awarding experience for overcoming challenges of a particular Challenge Rating. It encourages weird behavior, like clearing out dungeons rather than trying to get in, grab the treasure, and avoid wandering monsters. I also don't like doing all the math involved in handing out experience parties of mixed levels in 3.0/3.5, so the 4e method of assigning static numbers is a little nicer at least. The GP->XP system in 1e is a little odd in terms of realism, but it does encourage the sort of behavior that the system is best at. It's great as an incentive for "smart play", but it doesn't really simulate learning very well.
Which experience/character advancement scheme do you like best? What are some good systems that are easily ported to other games?
I really like Keys from The Shadow of Yesterday. Define what is important for your character, then receive experience points each time those situations, complications, or motivations come up in play.
The Basic Role-Playing system is really fun and fairly logical, as far as experience point systems go. Make a check mark next to a skill when you use it, then roll d% under your skill rating at the end of the session/adventure to see if it advances. The higher your skill, the less likely it is to advance.
The Storyteller system of awarding experience at the end of a session is pretty good for awarding particular sorts of behavior among the players. It does feel a little bit too heavy-handed from the ST's side, though, and I've found it often ends the night on a low note because someone feels like they didn't get all the experience they earned.
About the only system I actively dislike is the D&D 3/4 system of awarding experience for overcoming challenges of a particular Challenge Rating. It encourages weird behavior, like clearing out dungeons rather than trying to get in, grab the treasure, and avoid wandering monsters. I also don't like doing all the math involved in handing out experience parties of mixed levels in 3.0/3.5, so the 4e method of assigning static numbers is a little nicer at least. The GP->XP system in 1e is a little odd in terms of realism, but it does encourage the sort of behavior that the system is best at. It's great as an incentive for "smart play", but it doesn't really simulate learning very well.
Which experience/character advancement scheme do you like best? What are some good systems that are easily ported to other games?