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Post by The Handyman on Dec 11, 2009 19:12:03 GMT
Got an e-mail from Rog that says we are now free to discuss the game, playtest etc. Allen
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Rassilon
Administrator
Grand Administrator
Posts: 751
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Post by Rassilon on Dec 11, 2009 19:12:44 GMT
Got an e-mail from Rog that says we are now free to discuss the game, playtest etc. Allen So, what was/wasn't left out 'that you could do without' ?
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Post by The Handyman on Dec 11, 2009 19:18:54 GMT
as it turns out, nothing. The Doctor's write-up did not include any Areas of Expertise so I thought that maybe those rules had been cut. But they are there, as an Optional Rule. It wouldn't have been a huge disaster if they had been cut but I'm glad they weren't.
Allen
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Post by kaemaril on Dec 11, 2009 20:41:23 GMT
as it turns out, nothing. The Doctor's write-up did not include any Areas of Expertise so I thought that maybe those rules had been cut. But they are there, as an Optional Rule. It wouldn't have been a huge disaster if they had been cut but I'm glad they weren't. Allen Huh. I could have sworn somebody asked me about areas of expertise and I mentioned they were in there ...
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Post by The Handyman on Dec 11, 2009 22:19:31 GMT
as it turns out, nothing. The Doctor's write-up did not include any Areas of Expertise so I thought that maybe those rules had been cut. But they are there, as an Optional Rule. It wouldn't have been a huge disaster if they had been cut but I'm glad they weren't. Allen Huh. I could have sworn somebody asked me about areas of expertise and I mentioned they were in there ... It was me Allen
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shag
1st Incarnation
Temporal Vagabond
Posts: 6
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Post by shag on Dec 12, 2009 7:14:17 GMT
Got an e-mail from Rog that says we are now free to discuss the game, playtest etc. Allen Thank goodness! Keeping my mouth shut was killing me! Finally, the NDA is over... ... and I've got nothing to say because I don't have my copy yet. Hopefully Diamond Comics will get theirs this week. Fingers crossed!
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Post by allivingstone on Dec 12, 2009 17:51:18 GMT
Got an e-mail from Rog that says we are now free to discuss the game, playtest etc. Allen So, what was/wasn't left out 'that you could do without' ? I haven't got my copy of the game yet, but I gather from another post that there's no character advancement/improvement system. Personally, I quite liked the system that was included in earlier stages of the playtests. For those who weren't in the playtests, the general gist is that Story Points in excess of 12 could be converted into Improvement Points using a ratio (3SP:1IP IIRC). IPs could then be saved and spent on improving skills or attributes, or on gaining new skills or Areas of Expertise. I'm sure there were good reasons for cutting it from the final game, but I'll probably keep the playtest's character development system (or something like it) as a house-rule. EDIT: Typo.
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ste1bro
2nd Incarnation
Chap With Wings
Posts: 34
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Post by ste1bro on Dec 12, 2009 18:49:08 GMT
So, what was/wasn't left out 'that you could do without' ? I haven't got my copy of the game yet, but I gather from another post that there's no character advancement/improvement system. Personally, I quite liked the system that was included in earlier stages of the playtests. For those who weren't in the playtests, the general gist is that Story Points in excess of 12 could be converted into Improvement Points using a ratio (3SP:1IP IIRC). IPs could then be saved and spent on improving skills or attributes, or on gaining new skills or Areas of Expertise. I'm sure there were good reasons for cutting it from the final game, but I'll probably keep the playtest's character development system (or something like it) as a house-rule. EDIT: Typo. I like those advancement rules a lot - they make the expenidture, or not, of Story Points into even more of a risk / reward thing. Cheers!
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Post by kaemaril on Dec 12, 2009 19:13:40 GMT
For those who weren't in the playtests, the general gist is that Story Points in excess of 12 could be converted into Improvement Points using a ratio (3SP:1IP IIRC). IPs could then be saved and spent on improving skills or attributes, or on gaining new skills or Areas of Expertise. Donna and Rose have 15SP, so they're gonna be able to whizz through using that system I'm happy with the hand-wavey XP 'no-system' on page 63 onward, myself. You want improvement? We work it into the plot, we don't just accumulate points...
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Jason_WPGL
2nd Incarnation
Lord of CthuWho
Live Full, Die Empty
Posts: 152
Favourite Doctors: 2, 4, 6, 8, War, 11, 12
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Post by Jason_WPGL on Dec 12, 2009 19:35:03 GMT
For those who weren't in the playtests, the general gist is that Story Points in excess of 12 could be converted into Improvement Points using a ratio (3SP:1IP IIRC). IPs could then be saved and spent on improving skills or attributes, or on gaining new skills or Areas of Expertise. I'm sure there were good reasons for cutting it from the final game, but I'll probably keep the playtest's character development system (or something like it) as a house-rule. That is actually not bad. I probably will end up "restoring" that to the game in my house.
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Post by allivingstone on Dec 12, 2009 19:42:43 GMT
For those who weren't in the playtests, the general gist is that Story Points in excess of 12 could be converted into Improvement Points using a ratio (3SP:1IP IIRC). IPs could then be saved and spent on improving skills or attributes, or on gaining new skills or Areas of Expertise. Donna and Rose have 15SP, so they're gonna be able to whizz through using that system I'm happy with the hand-wavey XP 'no-system' on page 63 onward, myself. You want improvement? We work it into the plot, we don't just accumulate points... Yeah, I guess a house-ruled version would need to take account of the higher SP limit for characters with the Inexperienced Trait as that Trait didn't exist until the final edition of the playtest document (which was the same version that dropped the development system). I think making it Story Points in excess of the character's normal maximum would take care of the highlighted problem. It's one of those things that's down to personal preference; the mileage is likely to vary from group to group. I do think including a guiding rules framework could also be helpful for someone just finding their feet with tabletop roleplaying. The delicate application of handwavium in appropriate amounts is, IMO, something of an art. Maybe there should be a specific area of the boards for alternate options and house rules? A similar kind of idea to what's there for campaigns and adventures.
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Post by Eryx on Dec 12, 2009 20:51:28 GMT
For an experience point system I am considering something like this.
XP per scenario/story is between 0 and 2 depending on how well or how badly the characters do.
Attributes are new level x5. So to go from 3 strength to 4 strength would be 20 points.
Skills would be new level x3, and 3pts for a new skill. New specialities would 5pts.
Merits and flaws are awarded by the GM.
Considering I want to run a long running game, I might consider raising those costs but we shall see.
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Post by Curufea on Dec 13, 2009 3:16:17 GMT
There should be a disuse point system as well to make it more realistic (rather than turning characters into demigods as time goes by)-
Skills not used in a scenario have a probability of going down. They are gradually forgotten if not used.
Also, abilities are lost through age, or gained through regular training (mental or physical). Time must be spent not resolving plots, but letting other players do it - if a player wants to increase their abilities.
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gmjake
2nd Incarnation
Posts: 47
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Post by gmjake on Dec 29, 2009 14:47:57 GMT
this seems like a good system, I wonder why they cut it out
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Post by The Handyman on Dec 29, 2009 15:00:28 GMT
this seems like a good system, I wonder why they cut it out Can't really say, but with the alterations to the Story Point rules as caused by the Inexperienced trait, they may have felt that tying advancement to unused Story Points was causing people to hoard those points rather than use them. That was what happened in my game. Once the advancement basically became "when the GM says so, so impress the GM", Story Points began to be spent more freely on actions within the game. It also decreases by a lot the bookkeeping involved, which may have been a goal as well. Don't know if Dave Chapman is on these boards or not; maybe he will enlighten us someday Allen
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Post by Corone on Dec 29, 2009 15:47:54 GMT
this seems like a good system, I wonder why they cut it out Can't really say, but with the alterations to the Story Point rules as caused by the Inexperienced trait, they may have felt that tying advancement to unused Story Points was causing people to hoard those points rather than use them. That was what happened in my game. Once the advancement basically became "when the GM says so, so impress the GM", Story Points began to be spent more freely on actions within the game. It also decreases by a lot the bookkeeping involved, which may have been a goal as well. Don't know if Dave Chapman is on these boards or not; maybe he will enlighten us someday Allen Personally, I loathe the 'unspent story points become XP' systems witha passion. I certainly argued against it for Dr Who (and tried hard to do so in Serenity too). If SPs become XP people hoard them and don't spend them, or worse, those that do spend them don't get to advance as fast as those who don't. Having said that, as a GM I award additional XP for very good stuff the players do, but can throw them a story point for anything that goes well, seems clever or just makes me laugh.
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Post by allenshock on Dec 29, 2009 15:58:15 GMT
Perhaps we could talk them into putting an XP system in a supplement for those who like that sort of thing and have it be optional. Myself, I'm fine with the current system because no matter what system you use, someone is going to think it is too fast or too slow; this way, the GM just says "here you go, a new skill level". I do so on the average of every 3 adventures, more frequently if needed.
Allen
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Post by Curufea on Dec 29, 2009 19:34:01 GMT
There was a cute mechanic in Metascape 2, called the "Player Pocket" that could be worth using too.
Each session, the players decide which one of them should get a bonus to XP.
Which basically rewards teamwork and the ability to entertain the players.
In Doctor Who, this bonus could be "+2 Story Points for use in the next session"
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PathfinderAP
2nd Incarnation
Reason for Everything, Always a Way
Posts: 28
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Post by PathfinderAP on Jan 24, 2010 16:52:01 GMT
Got an e-mail from Rog that says we are now free to discuss the game, playtest etc. Allen So, what was/wasn't left out 'that you could do without' ? Well, I wanted to take the system in a different direction, It would have been more like FATE but with character Stats, Very fluid and open, but you could still try something like this if you wanted to convert over to the Starblazer rpg (also by C7) system. its close enough
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Post by The Professor on Jan 25, 2010 14:12:54 GMT
I'd have to agree with the Handyman. I've seen the same thing in 7th Sea with Drama Dice converting to XP. People just hold on to them rather than use them. I can't say that's the reason why, but it certainly would not be a usable rule at my table had it been left in.
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Post by da professor on Feb 20, 2010 11:18:55 GMT
A GM of mine in 7th Sea based XP on drama dice AWARDED independent of whether one spent them or not. You earn five, you get five extra XP whether you spend all five or none of them. Maybe this could work in tandem with the 3SP:1IP idea.
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Post by thewatcher on Feb 20, 2010 15:35:28 GMT
Here's a simple solution I've come up with. For every story point earnt (back) during the game session you also gain an experience point. Storypoints given by other players will not yeild experience points only those gained by the individual through roleplay. Those with the inexperienced trait must first use there Xp to remove that trait before they can use Xp to advance themselves further. That way you won't have the problem of story point hording and you have a advance system that feels less bolted on. Now its a question of how much Xp is used to improve attributes, skill and traits. I'd say, in regards to attribute and skill improvement, it should be a multiplier of the existing score; so to raise Mickey Smith's Ingenuity would cost a hell of a lot less Xp than that of the Doctor. Finally I would say that a player should justify advancements based on the experiences thier characters had during thier adventures i.e. they shouldn't improve thier Transport Skill they didn't attempt to drive or pilot anything in a recent adventure. However if there are large enough gaps between adventures that character could have gone to driving school or enlisted in the Imperial Naval academy.
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gmjake
2nd Incarnation
Posts: 47
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Post by gmjake on Oct 2, 2011 4:49:25 GMT
Having played savage worlds now... I retract my previous statement. My pcs don't spend enough as it is, much less if they get points for not spending them.
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