Experience Points
Except in specially devised scenarios and tournaments, there is no winner in a role-playing game. The accumulation of heroic deeds,
friends, prestige, weapons, equipment, knowledge, and skills, can be construed to be the results of winning. If a character survives and meets with success in his endeavors, that is winning. However, there are rewards
besides the acquisition of material goods and reputation, such as
developing your character's skills, knowledge, and abilities. This is accomplished
through the gathering of experience points.
Why An Experience Point System?
The experience point system is an extremely realistic, practical and fun method of handling character progression. Training is useful, but there is no
substitute for experience. How many times has it been read in a
comic book with the main character thinking to himself, something like
"Only my years of experience enabled me to beat him." or "He's good,
but lacked the years of experience and training to handle the situation."?
These same comments are said about athletes and in business. It's a fact of
life that experience breeds expertise, provided one learns from his or
her mistakes. Practical experience in the field is an important factor in
the development of a player character.
The experience system is specifically designed so that characters
will mature fairly rapidly, tapering off as they reach higher levels of experience
(around fifth and sixth level).
Experience Points and Their Application
It is difficult to devise a point system by which a Game Master can
judge and reward his players fairly. The ultimate purpose of experience
points and experience levels is to provide a means by which the player's
character can grow and develop. Many role-playing games have
their own unique system, charts, equations, and computations for distributing
experience points. You may want to adapt one of those systems
to this game if that's what you're more comfortable with.
Many
games avoid the whole question of experience points by a system in
which points are pumped back into the powers, but this leaves skills undeveloped,
as well as being pretty drab.
Most experience systems concentrate on the "kill factor,"
but what about the thought process? What about the decisions,
plans, or motives behind a particular action? Doesn't cleverness and a
cool head count? Aren't these the true ingredients of good role-playing?
Shouldn't the brilliant medical student playing a character with an I.Q.
of 4 (and staying firmly in character, saying and doing things as the
character would, even though he realizes the foolishness or stupidity as
a player) get experience for playing in character?
Each player's character involved in a given situation/confrontation
should receive the appropriate experience points. The Game Master
should make a list of his players at the beginning of the game and jot
down each player's experience points as they gather them throughout
the course of the game. At the end of the game, the Game Master totals
each player's points and gives them the total so that they can keep track
of their growing experience and skills.
The difficulty with this system of determining experience points is
the subjectivity. The Game Master must utilize the proceeding experience
outline with some thought and try to be fair and unbiased.
Example:
Eight third level characters brimming with power and armed to the
teeth attack and subdue one, lone, fourth level villain or minor monster.
The eight players should receive experience points for subduing a minor
menace. After all, the poor guy didn't have a chance and presented no
real threat to the characters. However, if one or two first or second level
characters subdued the same villain, they should receive experience for
subduing a major or even a great menace (depending on how powerful
it was), because the threat and ingenuity involved were much greater.
This method stimulates imaginative playing instead of
promoting slash and kill gaming.
Warning: Game Masters, don't be
Santa Claus, heaping wonderful amounts of experience points; be fair
and tolerant. Let your players truly earn their experience points, growing
in skill, knowledge and power. If you have a group of players rising
rapidly in experience levels, you will know it's because they are clever
and imaginative players.
Character Experience Levels
Level | Experience |
01 | 01-2,240 |
02 | 2,241-4,480 |
03 | 4,481-8,960 |
04 | 8,961-17,920 |
05 | 17,921-25,920 |
06 | 25,921-35,920 |
07 | 35,921-50,920 |
08 | 50,921-70,920 |
09 | 70,921-95,920 |
10 | 95,920-135,920 |
11 | 135,921-185,920 |
12 | 185,920-225,920 |
13 | 225,920-275,920 |
14 | 275,920-335,920 |
15 | 335,920-375,920 |
Each character class has the above experiance listing to mark advancement. A character
involved in an adventure gains experience points for his thoughts,
actions and deeds. As these experience points accumulate, the character
will reach new plateaus, indicating his continual growth, development,
and mastery over his powers and skills. Each time a player's character
accumulates enough experience points to reach the next level of experience,
his skill increases accordingly. In most instances, abilities and special
powers also increase in range, duration, power/damage, and scope.
A clever plan, a quick attack, all earn experience points. The more
experience points a character receives, the higher the level he attains
and the greater his abilities. Players, be certain to keep a careful record
of the experience given to you at the end of each game. When a character
attains a new level, be certain to tell the Game Master so that the
skills and hit points can be increased accordingly.
Experience and Hit Points
Each time a character reaches a new level of experience the player
gets to roll one eight-sided die (1D8) and adds the number rolled to the
character's hit points. This indicates the physical development and maturity
of the character as he develops.
Per Level of Experience
Per level of experience, or per each level of experience, or per level
of the caster, indicates that the person can perform a skill, force ability, or other ability at his highest level of experience. This often indicates
the amount of damage that can be inflicted or a duration of an effect.
EXPERIENCE POINTS TABLE
Experience
Points | The Action |
15 | Performing a skill/ability (not successful). |
30 | Performing a skill/ability (successful). |
50 | Clever, but futile idea. |
150 | Clever, useful idea or action. |
200 | Quick-thinking idea or action. |
250 | A critical plan or action that saves the character's
life and/or a few comrades. |
500-1200 | A critical plan or action that saves the entire group or
many people. |
150-400 | Endangering the character's own life to help others. |
600-800 | Self-sacrifice (or potential self-sacrifice) in a life and death
situation (like leaping in front of a fireball meant for someone
else to save that person, even though he/she is likely
to die, or offering his/her own life to save the group or
another). |
150 | Avoiding unnecessary violence. (unless doing this is out of character.) |
1500-300 | Deductive reasoning and/or insight. |
75 | Good judgment. |
100 | Playing in character bonus. |
60-120 | Daring (clever or not). |
50-100 | Killing or subduing a minor menace. |
150-300 | Killing or subduing a major menace. |
350-600 | Killing or subduing a great menace. |