When everything your
character does improves on level-up, earning experience gets a little funky.
Because experience is a single pool which drives leveling up, the question of
what activities provide experience becomes crucially important.
The general desire
is to restrict experience-gaining activities to ones that are related to the
bulk of what improves. This is how we get OD&D's gp=xp system (but only
coin gained from "adventuring" activities) or Alexis' ruling that
only combat provides experience. The squiggly bit enters as soon as characters
are able to perform actions that do not directly contribute towards experience
acquisition, like fishing or cobbling, or whatever. How are these skills
improved? If tied to level, as most games do, then it seems a little strange
(although explainable) that one's battle prowess (or personal wealth) directly
improves one's ability to fish or make shoes, but it also would be strange for
making shoes to improve either one's fishing abilities or one's combat prowess.
On the other hand, if fishing is not tied to level, we've added in a secondary
progression mechanic orthogonal to everything else in the game, and now a lot
of the skills previously lumped into the old xp framework might better fit into
the secondary one, which certainly makes the previously elegant level system
much clunkier. Some people like clunk, others don't: YMMV.
One of the goals of
my discipline system was to try and clean this up, providing a single mechanic
that can reasonably account for both types of experience. As I've now
personally seen in Alexis' games, having recourse to Sage Abilities (and the
huge implications of choosing one's initial specialization on overall character
development) is a huge part of having a fully-fleshed-out character.
I've discussed this
before, but I'll summarize. Each discipline (skill) has its own xp track,
measured in notches. Certain amounts of notches correlate to significant leaps
in ability (rolling 1d4+1d6 instead of 1d6, for example). Notches are gained in
one of two ways.
The simplest way is
through training: characters pay some amount of money and spend 6 months to
gain a notch, with the idea being that after a successful adventure characters
will spend their winnings on training and equipment, taking on another adventure
in a year's time.
The second way comes
from using the discipline in-game: whenever the player rolls a critical result
(critical success or critical failure), the player marks it on their
sheet. When the number of these marks
equals the number of notches possessed in that discipline, the character gains
a notch. There is one problem with this rule: currently, characters require 1
notch to progress from Novice (untrained) to Apprentice (a little trained).
Consequently, a player has a 2/6 chance (rolling a 1 or 6 on a d6) to jump a
tier and significantly improve the character. I don't like this for two
reasons: the first is that this negates much of the advantage of skill-heavy
classes - since most characters enter play with perhaps one or two Journeyman
disciplines (the tier above Apprentice), some Apprentice, and mostly Novice,
the general expertise that I want these skill-heavy trades to have is quickly
(and easily) matched by everyone else at the table. The second reason is that the
in-world logic doesn't make a ton of sense - it’s the same as saying that
someone can, after playing a single game of soccer, be on equal footing with someone of equal
physical ability who has been playing for 6 months - while also removing the
usefulness of training.
Because of this, I
have ruled that gaining notches in this way cannot allow the character to
increase that discipline's tier - criticals still tally, so that after the
final notch is gained and the tier is improved the character might gain an
additional notch or two, but the actual mechanical benefits do not manifest
until the character has trained. While I don't think my players (when I get
some…) will like this very much, I do think that they will understand it and
not whine too terribly much.
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