Difference between revisions of "Expoints"
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− | Short for Experience Points, Expoints are a measure of how much or little your character has done and how he/she has evolved. As the players play the game, the GM will award them Expoints based on how well their characters did. Expoints can then be used to increase a character | + | Short for Experience Points, Expoints are a measure of how much or little your character has done and how he/she has evolved. As the players play the game, the GM will award them Expoints based on how well their characters did. Expoints can then be used to increase and augment almost anything about a character. Attributes, Skills, Trumps, Special Powers, Hit Points, Action Points, Magic Points, you name it. |
At the end of every game session, the GM should decide how much experience to give to the players, with variance depending on how well each character did. If a character took little part in the events, contributed little, and the player was distracted, the player deserves few Expoints. | At the end of every game session, the GM should decide how much experience to give to the players, with variance depending on how well each character did. If a character took little part in the events, contributed little, and the player was distracted, the player deserves few Expoints. | ||
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* Challenges Overcome. GMs can hand out Expoints for each encounter survived or challenge met. Sometimes more or less Expoints will be earned depending on how the challenge was overcome. For instance, if the group steals the horses from the peaceful people of River's End, one Expoint is given to each player, but if the group negotiates with them for the horses, two Expoints could be given. If the players slaughter the entire population of the town and take the horses for themselves, maybe no Expoints are given. | * Challenges Overcome. GMs can hand out Expoints for each encounter survived or challenge met. Sometimes more or less Expoints will be earned depending on how the challenge was overcome. For instance, if the group steals the horses from the peaceful people of River's End, one Expoint is given to each player, but if the group negotiates with them for the horses, two Expoints could be given. If the players slaughter the entire population of the town and take the horses for themselves, maybe no Expoints are given. | ||
− | + | Game Masters who want to run a group of more experienced characters can feel free to give starting characters more Expoints. | |
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+ | Expoints are used like game stat currency. | ||
* Increasing an Attribute by one costs 6 Expoints. | * Increasing an Attribute by one costs 6 Expoints. | ||
* Increasing Skill Rank by one costs 2 Expoints. | * Increasing Skill Rank by one costs 2 Expoints. | ||
− | * Trumps and Special Powers cost varying Expoints. Save this stage until close to the end of character creation, until after you have allocated all your Attributes and Skill Ranks (see below) | + | * Trumps and Special Powers cost varying Expoints. Save this stage until close to the end of character creation, until after you have allocated all your Attributes and Skill Ranks (see below). |
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Revision as of 13:14, 29 August 2018
Short for Experience Points, Expoints are a measure of how much or little your character has done and how he/she has evolved. As the players play the game, the GM will award them Expoints based on how well their characters did. Expoints can then be used to increase and augment almost anything about a character. Attributes, Skills, Trumps, Special Powers, Hit Points, Action Points, Magic Points, you name it.
At the end of every game session, the GM should decide how much experience to give to the players, with variance depending on how well each character did. If a character took little part in the events, contributed little, and the player was distracted, the player deserves few Expoints.
Expoints should be granted based on three factors:
- Contribution to in game events. Despite whether the character single handedly defeated the super villain or simply helped the others cross an obstacle on their way to the villain's lair, if the character took an active part in events, an Expoint should follow.
- Role-playing. If the player did an admirable job in playing through his character's personality, motivation, and background, an Expoint point should be awarded here. To be honest, some players are great gamers, but horrible role-players. Don't worry so much. If they make a concerted effort to speak, act, and think like the character, even if it comes off poorly or not at all, an Expoint may be given.
- Showing up. If people show up and play, they deserve an Expoint. Every session. More tyrannical GMs may overlook this rule if a player comes especially late or is more disruptive than helpful, but generally that kind of behavior will only lead players to leave the group.
- Dramatic Milestone. If the characters reach a climax or overtake an important plot point in the story through their deeds, an Expoint can be given out for each one.
- Challenges Overcome. GMs can hand out Expoints for each encounter survived or challenge met. Sometimes more or less Expoints will be earned depending on how the challenge was overcome. For instance, if the group steals the horses from the peaceful people of River's End, one Expoint is given to each player, but if the group negotiates with them for the horses, two Expoints could be given. If the players slaughter the entire population of the town and take the horses for themselves, maybe no Expoints are given.
Game Masters who want to run a group of more experienced characters can feel free to give starting characters more Expoints.
Expoints are used like game stat currency.
- Increasing an Attribute by one costs 6 Expoints.
- Increasing Skill Rank by one costs 2 Expoints.
- Trumps and Special Powers cost varying Expoints. Save this stage until close to the end of character creation, until after you have allocated all your Attributes and Skill Ranks (see below).