One of the bigger failings of my BattleTech campaign is
the power
levels that the characters achieved. At this point, the characters
are all extremely proficient in BattleMech combat. It's harder and
harder to challenge them in that venue, and yet that is the primary
facet of the game. So the topic today is, how much experience to
give characters?
There are few factors that I considered when I decided to award
characters a flat 3 AP per adventure. I already knew how long
the game would last, approximately 125 sessions. This gave a max
of 375 AP that could be earned. But I only expected people to show
up 3/4 of the time, which brings it down to about 280 AP maximum.
That's actually a lot of AP, but I figured that characters would
diversify and get many skills. You also need a lot of AP to bring
up a attribute, so I wanted to give characters a chance to get a
couple of their attributes up to above average. That it did not
turn out this way is a failure on my part. Too many BattleTech
combats and not enough role-playing meant that everybody was a
great Mechwarrior and ok everywhere else.
Another concept I wanted to do was variable XP awards. This is so
rarely done in our groups that I've found it's hard to make it work.
Dave Pickering has done it successfully in his Star Wars campaign,
but I think he intimidates people so they don't protest. Eric has
some variable awards, but it's in general less than a 10% difference
between players, so it's insignificant. I remember trying to let the
players award extra XP to the best roleplayer. They just discussed
it and voted such that everyone got one vote, which made the variable
award meaningless. The closest I've come is not giving XP to characters
that don't participate, which means making sure that those characters
don't participate, a problem in and of itself.
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For the Star Trek campaign that I'm working on, there
will be about
12 adventures in the main story arc. There are another 12 adventures
in various supplements that I can use as filler. If I use about 6
adventures a game year, that makes it 4 game years covered. And about
6 months real-time to game out an adventure a week.
Giving out a recommended 2-4 XP per adventure means characters will
aquire a max of 72 XP over the course of the campaign. This is actually
a good amount, so I may leave that as is. It takes about 18 XP to take
a good specialty to max level. Unfortunately, it takes about 22 XP to
take a good skill to max level (which raises all specializations too),
and about 26 XP to take a good ability to max level (which helps in
skills rolls, but not linearly).
The big disparity is that is that specializations are only a little
cheaper than raising the base skill. The solution is to make raising
a base skill take more time (the DS9 RPG has a better XP cost chart,
so I hear). Something like 1 month per new specialization level, 3
months per new skill level. So it'll take 15 months to take an average
specialization to max (of 6) and 36 months to take an average skill
to max (of 5). I also want to limit skill levels to max out at the
base attribute level. Attributes should take either 6 months or a year
per new attribute level, which means 6 or 12 years to take an average
attribute to max (of 5). Multiple scores can be trained at the same
time.
This hopefully will encourage getting specializations and low skills
over trying to specialize in one or two things. My role-playing
adventures are more about what the characters think of doing rather
than how well they do it. And having a lot of low-level skills plays
to my GMing strengths.
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