Showing posts with label Experience Points. Show all posts
Showing posts with label Experience Points. Show all posts

Friday, July 1, 2016

Aioskoru part 3 : Experience Points award

Aioskoru website
Aioskoru Adventure seeds
ABS12 System


Continued from this Aioskoru Story Series
Aioskoru part 1 : "Wild Horses"
Aioskoru part 2 : "Friendly Centaur"

Here are the stats for my two main characters.

Madi the amateur magic user is PL1.
SpeciesLifeSpdDefDef TypeBPDamageD TypeMagSc/TcBPVerbAdj/AdvBPVerbAdj/AdvCost
Magic User223Cloth21d12/6Staff45Fireball S1d12/23Net S315

Andelin the amateur fighter is PL1
Fighter436Plate41d12/3Sword2Rescue22Tracking/hunting215

Before I start, I want to test the new experience points for the two characters for the prior two scenes.

EP per Scene Goal reached - scene 1 - meet centaurs, scene 2 - find out more info
Madi - scene 1: yes; scene 2: no = 1 EP
Andelin - scene 1: yes; scene 2: yes = 2 EP

Character true to it's concept
Madi - scene 1: yes; scene 2: unkown = 1 EP
Andelin - scene 1: yes; scene 2: yes = 2 EP

Conflict with opposition
Madi - scene 1: yes; scene 2: unknown = 1 EP
Andelin - scene 1: yes; scene 2: no = 1 EP

New Awareness about something important
Madi - scene 1: yes; scene 2: unkown = 1 EP
Andelin - scene 1 unknown; scene 2 yes = 1 EP

Total EP for "Wild Horses" and "Friendly Centaur."
Madi = 4 EP
Andelin = 6 EP

I will test out 10 EP = 1 Power Level increase for now. I tried to make it 3 scenes per level. If that is too little then I will switch it to 20 or 30.

I'll try doing a scene just for Madi in the future like I did for Andelin in "Friendly Centaur" to help balance the points out.



Tuesday, June 28, 2016

ABS12 Experience System Changes

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

When I set the first version of exp points, kills and skills were the focus of my initial framework. I haven't used that system yet in my test plays. And I don't think that I want to.

I will change the experience point system to something else. Something based on scenes, acts, and story rewards. Rather than worrying about kills and skills, I will focus more on scene goals, staying true to the character, and facing conflict. In addition, points for completing each part of the story will be given.

This system focuses on the overall story, rather than actual specific results. It doesn't judge success over failure. It only judges if the story is being done

Experience
EP per Scene Goal reached
Characters receive 1 experience point if the purpose of a scene is completed. Does the scene add anything to the plot of the story? If so, award 1EP. If not, next time try to create scenes that add to the story. They can be beginnings, middle, or end type scenes that introduce, present, or finish conflict or the plot.

Experience

Per Scene
EP per Scene Goal reached
Characters receive 1 experience point if the purpose of a scene is completed. Does the scene add anything to the plot of the story? If so, award 1EP. If not, next time try to create scenes that adds to the story. The scenes can be beginnings, middle, or end type scenes that introduce, present, or finish conflict or the plot.

Character true to it's concept
If the character stayed consistently within the concept of the character within the scene then award 1EP. The character should have it's own voice. Playing a character well means playing it according to it's own rules and logic. Know your character and do stuff that makes sense to that character.

Conflict with opposition
If the character faced opposition with some hindering force within the scene then award 1EP to the character, despite the resolution of the conflict - either success, draw, or fail. Conflict is important to the story. Failing and coming to a draw are just as important to the story as success - maybe even are more important.

New Awareness about something important
Did the character learn something new that is important for the story. If so, award 1EP. Even if the character doesn't face conflict, if they learn something important about them, someone else, or something important in the story then award 1EP. This helps to award character knowledge, rather than materials gained in the story.

Per Act
Act completion
If an entire act is completed then award 1 additional EP. Finishing an act means progression within the story.

Per Story
Story completion
Award 2EP if the story had come to a climax and been resolved. Completing a story is a significant event.

PL Progression
Every 10 EP award a Power Level (PL). Every two PL, the DL will increase by one.

For the PL list, for now I remove the EP since I'm making it a flat 10 per PL.

PL - Description Level
no Description
- 1
2 -
3 - 2
4 -
5 - 3
-
7 - 4
8 -
9 - 5
10 -
11 - 6
12 -

Tuesday, May 3, 2016

Latest additions: description levels, fireball, PL 0, 1 encounters

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

Latest rule additions
Here are the latest additions added to the current ABS12 system. See the page for the complete system so far.

Description Levels
Much like PL, a description will have levels called Description Levels (DL). The Description Level chart shows titles that may be assigned to the description. The DL is also the description bonus which modifies actions that fall under the descriptions.

Speed- the speed of a character used for Initiative and movement is PL + bonus from description (if no bonus is shown then there is no bonus).

fireball- the magic user summons a fireball that is thrown at opponents. The range difficulty is used to see if the magic user can target the opponent accurately. They must equal or exceed the difficulty target number.

EP for failed and successful skill attempts
Failed skill attempts give 1 EP per degree of difficulty beginning at 1EP for Very Easy to 6EP for impossible. Successful attempts give double, 2EP per degree of difficulty beginning at 2EP for Very Easy to 12 EP for impossible.

PL 0 Opponents
Fighter; 2PL life; 4PL defense; 3PL speed; 4PL damage; 0 PL rescue gives +2 defense
Magic User; 0.5 PL life; 1PL defense; 1PL speed; 1PL damage; 0PL fireball 6PL damage [or maybe 1d12/2]
Thief; 0.5 PL life; 2PL defense; 3PL speed; 3PL damage; 0 PL covert attack 3PL damage[or maybe 1d12/4], +3 covert
Healer; 0.5 PL life; 3PL defense; 1PL speed; 2PL damage; 0 PL life heal +6

PL 1 Opponents
Fighter; 3PL life; 5PL defense; 4PL speed; 5PL damage; 1 PL rescue gives +2 defense
Magic User; 1 PL life; 2PL defense; 2PL speed; 2PL damage; 1PL fireball 6PL damage [or maybe 1d12/2]
Thief; 1 PL life; 3PL defense; 4PL speed; 4PL damage; 1 PL covert attack 3PL damage[or maybe 1d12/4], +4 covert
Healer; 1 PL life; 4PL defense; 2PL speed; 3PL damage; 1 PL life heal +6


A Basic System 12 (ABS12)
Index of my blog