Keeper
2nd Incarnation

Posts: 21
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Post by Keeper on Dec 23, 2009 6:29:51 GMT
Okay i missed understood or read some thing wrong How do you raise you skill and what skill is needed to fly the tardis Thank you page number would be nice everyone
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Post by dvalkyrie74 on Jan 3, 2010 1:08:51 GMT
From my experience in gaming Doctor Who and from other past Doctor Who games, I simply use Ingenuity + Technology (+AOE: TARDIS, if you have it). After all the TARDIS doesn't exactly have a steering wheel and is technically supposed to be pilotted by 6 figures.
Or you could use Coordination + Technology (+AOE: TARDIS) to represent the constant running around the TARDIS to operate all those sections if you are the only pilot.
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Post by allivingstone on Jan 3, 2010 1:18:06 GMT
How do you raise you skill GM Guide: p63-64 and p125. Ingenuity + Technology. It's buried in the Traits text on p10 of the GM Guide.
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Keeper
2nd Incarnation

Posts: 21
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Post by Keeper on Jan 4, 2010 7:09:23 GMT
thank you all for your help
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Post by hogscape on Jan 24, 2010 6:03:25 GMT
The rules don't really state how skills, attributes etc. are increased, only that it happens. Is it entirely up to the GM or is there a game mechanic?
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Post by allenshock on Jan 24, 2010 13:12:00 GMT
How do you raise you skill GM Guide: p63-64 and p125. Ingenuity + Technology. It's buried in the Traits text on p10 of the GM Guide. Well I've been doing that wrong then...I use Ingenuity + Transport. Seems to make more sense to me but hey... Allen
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Post by Siskoid on Jan 25, 2010 16:23:05 GMT
It's one of the things I like about the system: Its flexibility. Ing+Transport makes as much sense as Ing+Tech, so I'd personally allow it. Certainly, when the TARDIS is flying (Christmas Invasion), that's Transport. I'd allow players to use any Attribute+Skill combination that made sense, and let the effects of "Yes, but" etc. be related to the skill chosen.
A Tech screw-up blows the console. A Transport screw-up puts the TARDIS in an awkward place. Etc.
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Post by da professor on Feb 20, 2010 16:37:55 GMT
For character advancement, if you want something more than when the GM feels like it, you need a house rule, such as awarding XP when you award story points and basing cost to raise an attribute or skill on some multiple of the new value.
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Post by hogscape on Feb 21, 2010 2:43:40 GMT
The rules do give some guidelines for raising attriubtes - once every 12 sessions or so... But no info on Skills which I'm guessing would be more often?
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Post by knasser on Feb 21, 2010 9:40:20 GMT
I actually like the "GM Whim" method of skill and attribute raising. Once you disentangle the two concepts of "playing the game" and "earning improvements", you find you can happily play for ages without advancement. After all, is saving the Earth not a reward in and of itself?
That said, in a way it's merely cutting out an unnecessary step. In most games, the GM awards experience points and the players then spend them to improve attributes / skills. In this game, the GM awards those attributes and skills directly.
If you want a mechanic for increasing skills and attributes, then perhaps use something like this: if you roll a double six when using that skill. put a tally by the side of it. Get to four and it goes up a point. Do the same for Attributes, but make it five you have to get to. Adjust to taste.
HTH,
K.
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Post by Curufea on Feb 21, 2010 21:58:34 GMT
Have to give you karma for that. The point of the game isn't to transfer power from GM to player - either narrative or mechanical. The point of the game is to tell a story that everyone enjoys.
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Post by Siskoid on Feb 22, 2010 15:17:35 GMT
Though I understand the XP thing, having long played superhero games, there's really no need for "improvements". In superhero games, the character is already at the top of its game and when simulating comics, doesn't change in ability very often. When it does, there's a story reason behind it (further mutation, a new gimmick, etc.). Hero points/Karma/etc. which amount to DWAITAS' story points are given instead and though these CAN be used to buy more attributes and skills, the cost is very high.
Not all games are about "levelling". DWAITAS certainly isn't. All improvements in my game will either be story-related (for example, Martha after a year of walking the Earth) or else be an increase in Story point maximum.
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Post by JohnK on Feb 22, 2010 15:21:43 GMT
Hullo, Cur Have to give you karma for that. The point of the game isn't to transfer power from GM to player - either narrative or mechanical. The point of the game is to tell a story that everyone enjoys. I couldn't have said it better myself.  Personally, for those who require a Character Growth and Advancement set of mechanics, that is just a symptom of power gaming and number crunching. Not what DW: AiTaS is all about.
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Post by thewatcher on Feb 22, 2010 16:26:01 GMT
Personally, for those who require a Character Growth and Advancement set of mechanics, that is just a symptom of power gaming and number crunching. Not what DW: AiTaS is all about. Ah, now you see I'd be half tempted to run AiTaS with powergaming munchkins because we all know what happens to people in the Doctor Who universe when they selfishly seek power..........
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Post by hogscape on Feb 23, 2010 2:42:10 GMT
Sooo... Getting back to my original question... The book says you can add an attribute point to a character (attribute chosen by the GM based on which attributes the character/player has favoured) roughly every 12 sessions.
For those who have already played for several sessions, have you granted any skill increases along the way? If so, did it just seem appropriate or were the players baying for rewards?
I'm totally happy with the idea that the GM metes out rewards when appropriate and I do not like systems that call for experience point accounting. I'm just after a little feedback from experienced players and GMs on pacing.
Cheers
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Post by Siskoid on Feb 23, 2010 12:47:27 GMT
Just about to start our first season, which I clock at 8 episodes (no more than 10 sessions). End of season will be when I'll hand out attribute point rewards.
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Post by JohnK on Feb 23, 2010 15:32:35 GMT
Hullo, Watcher, Personally, for those who require a Character Growth and Advancement set of mechanics, that is just a symptom of power gaming and number crunching. Not what DW: AiTaS is all about. Ah, now you see I'd be half tempted to run AiTaS with powergaming munchkins because we all know what happens to people in the Doctor Who universe when they selfishly seek power.......... Power gamers and munchkins seek different things in rpgs, and the problem would be the attitude of the gamers, not the characters (given how these two types of gamers play as well as create their characters), but it would still be quite satisfying. 
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Post by JohnK on Feb 23, 2010 16:02:23 GMT
Hullo, hogscape, Sooo... Getting back to my original question... The book says you can add an attribute point to a character (attribute chosen by the GM based on which attributes the character/player has favoured) roughly every 12 sessions. Indeed, that is what the rulesbook says.  For those who have already played for several sessions, have you granted any skill increases along the way? If so, did it just seem appropriate or were the players baying for rewards? Well, let's see... to this point, my Friday gaming group has played six (or is it seven?) sessions of the game, and the Sunday gaming group has played a total of four sessions of the game. The Friday nighters have said that they didn't really think that they deserved any skill increases yet, and the Sunday group hasn't played enough sessions to merit changes in skills. That said, given Kelasa Vostune's actions in the first scenario near the end of the game, I did reward her with an extra Story Point (so she's now got 10, up from 9). I suspect the pacing and the like in terms of rewards and all will be a function of GM and player preference.
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Post by knasser on Feb 23, 2010 21:18:56 GMT
Though I understand the XP thing, having long played superhero games, there's really no need for improvements I think you put your finger on it. There's really less need for improvements in Doctor Who. If you take a game like D&D, then you improve so that you can fight bigger and badder monsters. But really in DW:AITAS, who you do battle with isn't a function of your personal power. Does an expert martial artist have a better chance of diverting the Dalek battlefleet than Rose who probably pulled another girl's hair in school? Ditto for the acumulation of treasure and equipment: Will the custom body armour make one whit of difference when you're trapped in an airlock suffocating, surrounded by Judoon or racing through a canyon avoiding falling rocks. (Well, it will in the last case - it'll slow you down, but anyway...). Character abilities can and do make a difference, granted, and it's a nice reward sometimes to be given an extra point in a skill or an attribute. But really, there just isn't the need for "levelling up". Like Donna says: "Some people can handle it, and some people can't". It's got little to do with your hitpoints or how much you can benchpress.
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Post by da professor on Feb 24, 2010 9:50:22 GMT
Good points all. Actually, I agree, but for those who want an actual experience mechanic, even if they only intend to use it as a stronger guideline than what the book gives, there is no reason why you can't use a houserule.
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Post by JohnK on Feb 25, 2010 15:36:02 GMT
Hullo, professor, Good points all. Actually, I agree, but for those who want an actual experience mechanic, even if they only intend to use it as a stronger guideline than what the book gives, there is no reason why you can't use a houserule. Umm, err...without a game mechanic in place to do this, one has no choice but to use a house rule if one wants a mechanic for advancement and all. 
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cib
1st Incarnation
Posts: 6
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Post by cib on Feb 25, 2010 22:19:09 GMT
A homebrew system a friend of mine ran (and wrote) had a ballot system which was used (in part) for advancement.
Basically, if a player thinks that some skill (or attribute) should have gone up, let everyone (including the GM) vote on it. Secret ballot is better if feasible. Perhaps do it black ball slightly (that is, if one person votes against the increase, then the skill/attribute does not increase). That way, the player wanting the increase has to justify it to the satisfaction of everyone around the table. Certainly only allow one increase at a time, and limit how often players may 'apply' for advancement (i.e. a number of sessions you feel apropriate).
One of the main concerns I have with pure GM fiat is balance. While this ballot system also unbalances the PCs (in terms of power level) the fact that it's not purly the GMs doing may make this an improvement in some eyes. It's also a bit more cooperative than pure GM fiat. Not sure if I would do it this way however.
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Post by Stormcrow on Feb 26, 2010 14:13:49 GMT
Basically, if a player thinks that some skill (or attribute) should have gone up, let everyone (including the GM) vote on it. Secret ballot is better if feasible. Perhaps do it black ball slightly (that is, if one person votes against the increase, then the skill/attribute does not increase). That way, the player wanting the increase has to justify it to the satisfaction of everyone around the table. Certainly only allow one increase at a time, and limit how often Isn't that kind of like letting legislators give themselves raises? 
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cib
1st Incarnation
Posts: 6
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Post by cib on Feb 26, 2010 20:51:14 GMT
Thats why the GM has a vote (and possibly a veto if such becomes a problem).
All depends on purpose. Legislators give them selves pay raises only when they think that it won't damage their chances of re election. Players (if they're in the right mind set) will only ok each others advances if they think it will improve the story and make sense. As I said, I've seen this work in a homebrew where the players voted on each others advancements.
Incidentally, I live in the UK. We've just had a scandal because our legislators (The MPs) were to nervous to give themselves a pay rise and instead fiddled the expenses system.
Also, you'd be surprised how competitive players can be. When the party scientist sees folk buy up their Technology skill, they may oppose it as it lessens there role in the party.
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Post by da professor on Feb 28, 2010 8:53:39 GMT
Yes ,JohnK, one does have to houserule to have a mechanic. The reason I say there is no reason one can't is that someone who's an even bigger noob than me might not automatically think of houseruling as a possibility. We need to take all levels of ability and experience into account.
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Post by Curufea on Feb 28, 2010 10:23:53 GMT
Players (if they're in the right mind set) will only ok each others advances if they think it will improve the story and make sense. As I said, I've seen this work in a homebrew where the players voted on each others advancements. This I find dubious as the GM knows the story arc of the campaign and the players do not. The players may well out-experience the story without the GM realising it unless they are very, very dilligent in how they award each other.
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cib
1st Incarnation
Posts: 6
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Post by cib on Feb 28, 2010 11:06:29 GMT
Players (if they're in the right mind set) will only ok each others advances if they think it will improve the story and make sense. As I said, I've seen this work in a homebrew where the players voted on each others advancements. This I find dubious as the GM knows the story arc of the campaign and the players do not. The players may well out-experience the story without the GM realising it unless they are very, very dilligent in how they award each other. Thats why the GM controls the rate that the players can apply for advancement. Say one advance every N sessions if that whats apropriate for the campaign. (where N is a positive integer) All the players really do here is decide whether character A really has done enough to get his Knowledge skill up to 3 when the GM lets them advance.
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Post by Bob the Rutan on Mar 3, 2010 1:01:34 GMT
I'm having my players keep track of their skill use any time they have a result better than "Success" or a "Disastrous" result (you learn from your mistakes). Every three episodes, I look over what they've used and raise a skill. They cannot gain a skill raise in the same skill twice in a row.
At the end of the Season (thirteenth "episode"), they'll be able to raise one of their Attributes... and that will be their choice.
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Post by da professor on Mar 3, 2010 9:46:02 GMT
I'm having my players keep track of their skill use any time they have a result better than "Success" or a "Disastrous" result (you learn from your mistakes). Every three episodes, I look over what they've used and raise a skill. They cannot gain a skill raise in the same skill twice in a row. At the end of the Season (thirteenth "episode"), they'll be able to raise one of their Attributes... and that will be their choice. I'll probably use something similar, though I may require a minimum of a 'Good' result for learning from a success.
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Post by Bob the Rutan on Mar 12, 2010 0:03:48 GMT
That's what I meant by "better" than Success... Good or better. Sorry that wasn't more clear... unfortunately I'm a bit of a stream of consciousness writer sometimes...
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