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ShadowBB
 Pioneer
3/6/2006 9:30:24 AM
PostID: 775
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Besides from the fact that Lilli's allignment needs to be changed now, this looks like a great system. :P
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jumpet
 Pioneer
3/6/2006 2:46:27 PM
PostID: 794
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Yes, that didn't escape my attention either ;-)
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yosefthegod
3/7/2006 11:46:07 AM
PostID: 845
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Sounds like a great system. Out of interest - are events such as Kazuo saving his father from drowning going to be awarded XP? (I dont expect any now - but in the future maybe? That way people can still level by making decisions that may not involve combat)
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BobTHJ
 Owner of the Market
3/7/2006 11:51:14 AM
PostID: 848
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Yes, I will award paticularly heroic actions with XP. For example, I gave Pendac bonus XP for running into a hail of arrows to buy the others time to mount a defence.
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jumpet
 Pioneer
3/12/2006 5:37:30 AM
PostID: 1236
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Is going up a level instantaneous, or does it require training/rest?
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BobTHJ
 Owner of the Market
3/12/2006 10:30:23 AM
PostID: 1238
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When you level, you instantly gain all the benefits of a level increase except:
* You do not regain spells per day until you rest (or psi points if we have any psionics players join). Meldshapers can not shape new melds until they rest. * Your current HP does not increase (only your total HP) until you rest.
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davwalp
 Pioneer
4/17/2006 3:56:32 PM
PostID: 11686
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What are your criteria for non-combat XP awards?
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BobTHJ
 Owner of the Market
4/17/2006 4:11:17 PM
PostID: 11690
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I'm still trying to work that out, but I plan to give some out here shortly for everything that has occured since the big meeting with the Oracle (ie Chapter 1).
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BobTHJ
 Owner of the Market
5/15/2006 2:32:47 PM
PostID: 39799
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RP Bonuses
Here's some bonus XP for the roleplaying encounters that have occured during Chapter 1 thus far. Please note that this bonus is not based on quality of roleplaying. It's simply a bonus for non-combat encounters.
Amber - 100XP Darius - 100XP Kazuo - 50XP Bron - 50XP Lilli Morgenson - 100XP Bellamin Dryadson - 150XP Pendac Erynion - 150XP Eler Baarherzt - 100XP Kettle - 100XP Ardun Gerhardt - 100XP Betbet Oon Relli - 100XP Elendiles Duskwander - 100XP Cyrano Liadon - 50XP Turasjir Gorban - 50XP Dagur Daetyelka - 50XP Prias Aleson - 100XP Hanlak - 100XP Rurik Soulforge - 50XP Trevan Stonefist - 50XP Artemis - none Corban Black - 50XP Ivanov Potwatcher - 50XP Adria Silverwyn - 50XP Dorian - none
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ShadowBB
 Pioneer
5/15/2006 2:37:38 PM
PostID: 39802
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Hey, that meens I level, right? or is this EXP already included in our current EXP?
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BobTHJ
 Owner of the Market
5/15/2006 2:41:21 PM
PostID: 39804
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Bellamin has leveled, correct!
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BobTHJ
 Owner of the Market
3/10/2008 2:34:21 AM
PostID: 210077
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My new formula for calculating XP gained through combat is as follows:
Whenever an enemy is killed, XP is awarded to the character who delivers the killing blow and all their allies who are not presently incapacitated, bound, or otherwise out of the fight.
The amount of XP is calculated according to the following formula:
TA - Total number of functioning allies including yourself TLE - Total combined HD of functioning enemies CR - CR of enemy killed * 300XP TLO - Total combined HD of all functioning opposition to the enemy killed
If TLO > TLE * 2 EXP = (CR * (TLE / (TLO - TLE))) / TA ELSE EXP = CR / TA END IF
So essentially, everyone gets a equal share of the total 300XP * CR, but if the enemy is outnumbered 2 to 1 in HD, the total XP available is diminished.
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BobTHJ
 Owner of the Market
3/24/2008 2:06:38 PM
PostID: 213554
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Progression:
For the past two years I have made all new characters start at 0 XP, level 1. As the game progresses though I would like to avoid having large level gaps between longtime players and new players. Therefore, I will be slowly over time granting progression XP. Here's how it will work:
The Progression Threshold is the minimum amount of XP that any PC in the game will possess. New PCs start with an amount of XP equal to the Progression Threshold.
Whenever the Progression Threshold is increased, each PC automatically gains an amount of Progression XP equal to one-half the increase. Then if their new XP total is less than the new Progression Threshold it is increased to that amount (minus any XP that character has lost as a result of game mechanics).
As of this post I am setting the Progression Threshold to 200XP, which means that each PC just earned 100XP!
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BobTHJ
 Owner of the Market
4/7/2008 12:27:45 PM
PostID: 217024
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OK, I am going to change my XP formula once more as the present formula is unfair to characters who are disabled half-way through a fight and then miss out on the XP when the baddies go down at the end. This still only rewards XP to those who are participating in the battle (though this is a loose definition, so any character who is actively pursuing their goals during the battle is considered to be participating).
I will now award XP in one lump sum at the end of each conflict. Each defeated opponent will grant an amount of XP to their enemies according to the following formula:
TLE - Total combined HD of functioning enemies TLO - Total combined HD of functioning opponents CR - CR of enemy defeated * 300XP
IF TLO > TLE * 2 THEN EXP = (CR * (TLE / (TLO - TLE))) ELSE EXP = CR END IF
At the end of the battle, each surviving character (even if disabled) gains a number of Shares equal to the number of rounds they remained active in that battle. Total accumulated XP is divided among all shares.
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NorthernLizard
 Philosopher
4/7/2008 2:09:00 PM
PostID: 217047
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Why move away from just splitting the XP evenly between people who participate in the battle?
Splitting the XP by how many rounds you remain ‘active’ in the battle generally favors casters and ranged combatants, and certainly doesn’t encourage the warriors to actually protect any weaker characters. What fighter is going to take a hit for the mage when getting knocked out costs you XP?
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BobTHJ
 Owner of the Market
4/7/2008 3:10:24 PM
PostID: 217077
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Awarding XP to only the active participants in combat is what I have been doing (mostly) all along and it doesn't seem to be unbalancing. While melee types generally take more hits, they can usually survive more hits as well. At least from memory there seems to have been about an even split between ranged and melee types that fall during battle. Then again, in a case like the current battle in A Tortured Soul (LP) I can see your point.
I am open to other suggestions if someone can devise a more balanced system. Evenly dividing XP among all participants after combat has always seemed....boring to me. My preference is that it be based somewhat on merit (and the luck of the dice) in combat, but at the same time not being arbitrary (so as not to show favoritism).
Would a +1 Share bonus to all creatures that are actually threatened (ie have some sort of negative attack or spell directed at them) during combat balance out the above system? This would lessen the benefit to ranged types that remain at the sidelines in relative safety. I'm interested in hearing player's thoughts and opinions on this.
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tsuyoshikentsu
 Destroyer of Worlds
4/7/2008 3:18:39 PM
PostID: 217078
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Just do it evenly. It might be boring, but it's also the most fair.
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NorthernLizard
 Philosopher
4/7/2008 8:49:52 PM
PostID: 217153
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It's certainly possible that there has been an even split between ranged and melee types going down so far. The battle in a Tortured Soul actually counters my point to an extent - since the map is so small and open, there's really no way for the ranged people to avoid melee if an enemy decides to bring it to them.
A better example to my mind would be the fight against the feral garguns in (the Road to Kismali?). Our cleric was well back, plinking with her crossbow while the melee characters ate up the attacks and did the real damage. She was in next to no danger because the melee types were doing their job. I hardly think it fair to penalize the fighter who got dropped during the fight, but neither would it be fair to penalize the cleric for wisely staying out of the thick of the fighting (and vice versa when she wiped out all the enemies single-handedly at the guard outpost later in the thread).
The problem with splitting it on 'merit' or luck of the dice is that it can be easily skewed, especially by spellcasters.
Take for example a fight versus a group of undead - the cleric happens to go first (or everyone does the smart thing and waits for the turning) and annihilates all the enemies with a good roll. All the XP goes to the cleric, everybody else gets nothing, since they didn't actually participate in the battle. Same deal with the mage casting sleep on group of orcs or goblins. Effective and smart, but who's going to want to actually use that tactic if they get no XP (except the mage)?
Even when they eventually run out of these things (or you hit a big group of enemies) and the other characters get into the action, the casters are still helping out (ranged attacks, possibly secondary melee for the cleric) so they're still getting an even share despite almost certainly being less effective than the warrior/rogue types once their big magic is used.
It's possible that the situation could reverse itself - the warrior/rogue goes first and annihilates all the enemies with a crit/sneak attack - but the odds are laughable, moving to impossible if there are more than a couple of foes.
The reason an even split works best (boring though it may be) is because it's the only effective way to maintain a workable balance.
** I realize I may be exaggerating my point and wandering about a bit, but the basic premise remains - everyone can stay in a fight to the end, but only a few can end it before it begins.
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BobTHJ
 Owner of the Market
4/8/2008 4:51:54 PM
PostID: 217464
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Very well then...I have been convinced. XP will be divided evenly among all surviving participants of combat. I will still be using my above formula to calculate the amount of XP each defeated opponent awards.
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