Epiphany
Proverbs 17:9
Given that this thread is specific to Palladium RPGs (i.e. Rifts, Robotech, TMNT, etc.), I imagine the majority of folks who browse this forum won't have much to say. That said, a few of you come to mind! Namely
Sherwood
Psychie
Vaneheart
WlfSamurai
Orikanyo
Silanon
and maybe
Esbilon
So, I'm immensely dissatisfied with the Palladium xp system. Mostly because it's a relic of the 1980s (much like the rest of the rules). In particular, it's written under the assumption that players will play in the same game/campaign for years with long, weekly sessions (i.e. 52 sessions a year or so). That rarely feels true in the hobby anymore and it's even less true for play by post games which only Sherwood seems capable of making them last for a year or longer...and that real life year of time often covers maybe an in-person month's worth of sessions. Also to his credit, characters level up in his games (and if you have a specific metric for how you calculate experience rewards that's different than the books, I'd love to know what it is).
I've been contemplating my own game for a while and part of that contemplation is making xp useful again. At the moment, my thought is:
It's the second point I'd love some help with. Particularly on (A) what good costs might be, (B) what limitations there should be and (C) if it's a good idea at all.
My initial thought is:
I'm also toying with the notion of allowing PCs to buy additional Psionics/Spells/etc. but let's face it, Palladium isn't the most balanced game as it is and I'm concerned it'll unbalance the spread between OCCs/RCCs even further.
What do you guys think? Suggestions? Comments? Improvements? Anything you'd like to see done differently with the xp system that can make awards feel meaningful beyond "Oh, hey, you get to level up so enjoy 1D6 more hit points and all your skills go up by 3-5%"?
So, I'm immensely dissatisfied with the Palladium xp system. Mostly because it's a relic of the 1980s (much like the rest of the rules). In particular, it's written under the assumption that players will play in the same game/campaign for years with long, weekly sessions (i.e. 52 sessions a year or so). That rarely feels true in the hobby anymore and it's even less true for play by post games which only Sherwood seems capable of making them last for a year or longer...and that real life year of time often covers maybe an in-person month's worth of sessions. Also to his credit, characters level up in his games (and if you have a specific metric for how you calculate experience rewards that's different than the books, I'd love to know what it is).
I've been contemplating my own game for a while and part of that contemplation is making xp useful again. At the moment, my thought is:
1. Award levels on a milestone basis. Characters finish an arc of the game, level them up.
2. Still award xp but instead allow it to be used to buy up traits.
It's the second point I'd love some help with. Particularly on (A) what good costs might be, (B) what limitations there should be and (C) if it's a good idea at all.
My initial thought is:
A level's worth of skill: 500 xp
One point of attribute: 1,000 xp
12 SDC/MDC: 500 xp
6 Hit points: 500 xp
10 ISP/PPE: 750 xp
Buying an OCC-Related Skill: 1,500 xp
Buying a Secondary Skill: 2,000 xp
I'm also toying with the notion of allowing PCs to buy additional Psionics/Spells/etc. but let's face it, Palladium isn't the most balanced game as it is and I'm concerned it'll unbalance the spread between OCCs/RCCs even further.
What do you guys think? Suggestions? Comments? Improvements? Anything you'd like to see done differently with the xp system that can make awards feel meaningful beyond "Oh, hey, you get to level up so enjoy 1D6 more hit points and all your skills go up by 3-5%"?