Petwia's former residence now functions as a house of refuge, a place for the destitute to find a meal and a bed.
As Petwia is Jewish, the Catholic Church, which normally underwrites such enterprises, won't provide any aid, so the fiscal support needs to come from Petwia, summing to 8gp a month. This money covers food and upkeep costs for the boarders and caregivers.
As this 8gp a month goes towards tikkun olam, Petwia will receive 160xp each month (the value of the donation in silver pieces).
Showing posts with label Experience. Show all posts
Showing posts with label Experience. Show all posts
Thursday, March 19, 2020
Thursday, December 8, 2016
On Experience
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.
Tuesday, February 23, 2016
Experience Rewards
When I started as a DM, I ignored experience rewards and handed out levels as rewards for accomplishing tasks in my railroads. I then discovered the OSR and the whole world of online RPG blogging, and my perspective changed, especially after reading this post. I use a variant of it for my LotFP games, and it has worked very well.
The crux of the rule is that it takes 10 experience to level up, and each encounter (which I define as in a situation in which the character might die) is worth 1, 2, or 3 experience correlating with the difficulty of the encounter (and I have given larger rewards for accomplishing larger goals in the world).
I had to add a caveat to this, however, as it seemed unfair that level 1 and level 5 characters would progress at the same rate. And that is, at the beginning of each session, I calculate the average character level. Characters at that level need 10 experience points to level up. For every level a character is above this average, they require 2 additional experience points to level up, and for every level a character is below this average, they require 2 fewer experience points to level up.
The logic behind this is that the challenges a higher-level party will face is typically greater than that of a lower-level party, so low-level characters who survive such an encounter ought to receive more benefit from it. Similarly, because they are mentoring and protecting the lower-level characters, higher leveled characters receive less benefit from an encounter, requiring them to get more experience to level up.
The rule has worked very well so far - as my game is often quite lethal, new characters are constantly being introduced and then rushed to a power level more in line with the rest of the group, while the longer-lived characters, who have more experience, don't outpace the rest of the group.
The crux of the rule is that it takes 10 experience to level up, and each encounter (which I define as in a situation in which the character might die) is worth 1, 2, or 3 experience correlating with the difficulty of the encounter (and I have given larger rewards for accomplishing larger goals in the world).
I had to add a caveat to this, however, as it seemed unfair that level 1 and level 5 characters would progress at the same rate. And that is, at the beginning of each session, I calculate the average character level. Characters at that level need 10 experience points to level up. For every level a character is above this average, they require 2 additional experience points to level up, and for every level a character is below this average, they require 2 fewer experience points to level up.
The logic behind this is that the challenges a higher-level party will face is typically greater than that of a lower-level party, so low-level characters who survive such an encounter ought to receive more benefit from it. Similarly, because they are mentoring and protecting the lower-level characters, higher leveled characters receive less benefit from an encounter, requiring them to get more experience to level up.
The rule has worked very well so far - as my game is often quite lethal, new characters are constantly being introduced and then rushed to a power level more in line with the rest of the group, while the longer-lived characters, who have more experience, don't outpace the rest of the group.
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