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Experience: Difference between revisions

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removed redundant section
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  '''<code><big>Experience Points</big></code>''' represent the currency that Players can use to increase their character [[Level]]s and [[Metaphor]]s. Experience (EXP, XP) is earned through play, as determined by the Game-Master and the guidelines written in this article. While most games should give and use Experience, the Game-Master may choose a different way of handling character progression.
  '''<code><big>Experience Points</big></code>''' represent the currency that Players can use to increase their character [[Level]]s and [[Metaphor]]s. Experience (EXP, XP) is earned through play, as determined by the Game-Master and the guidelines written in this article. While most games should give and use Experience, the Game-Master may choose a different way of handling character progression.
   
   
  There are typically three ways to spend Experience to progress a character:
  There are typically three ways to spend Experience to progress a character:
  '''Leveling up, Creating/Improving a Metaphor, and Improving an Attribute'''.
  • [[Level|Levelling]] up,
Creating/Improving a [[Metaphor]], and
• Increasing an [[Attribute]] score.
Every Experience point spent produces a '''Level Point''', these are used to trigger Level-ups for a character.


==Level Up==
==Level Up==
  Players can increase the character's Level by spending an amount of experience points indicated by the Game-Master or [[Character Sheet]]. this many experience points increments the character's <code>'''Level / Limit'''</code> by 1 and may grant a number of Attributes along with them. The cost to level up again may increase depending on the character's <code>'''EXP to Level Increment'''</code> parameter.
  Players can increase the character's Level by consuming an amount of Level Points. The points needed can be found on the [[Level]] article.


==Metaphor Management==
==Metaphor Management==
  A player may create a Metaphor for a character at +1 for 1 experience point if permitted. Improving a Metaphor costs an amount of experience equal to the Metaphor's '''current value plus 1'''. Each time a Metaphor's Ability value improves, the character can have an additional Sub-Ability in that Metaphor, or improve an existing one.  
  '''Improving Metaphors'''
Metaphor ranks can be increased by spending experience. The cost in XP is usually:
'''[ Rank + 1 ]'''
Metaphor Component Ranks can also be improved and gained by spending XP. Their costs and details can be found in the [[Metaphor]] article.
'''Creating Metaphors'''
The cost to create a new Metaphor is slightly different. It requires either a '''Training Point''' plus 1 XP, or spend a number of Experience points equal to the '''number of Metaphors owned plus one'''. As a bonus, the created Metaphor comes with one free Metaphor component rank.
<small>"The player has six Metaphors and wants to create a seventh, they would need to either spend 1 Training and Experience point, or spend 7 XP to make up the difference. The created Metaphor will be +1 rank with an extra Metaphor component attached." ''</small>


==Experience Point Reward Guide==
==Experience Point Reward Guide==
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  '''Experience Reward examples'''
  '''Experience Reward examples'''
1 XP for every hour played in a session, you may choose to round up to the next hour if necessary.
{| class="wikitable" style="text-align:center;"
1 XP for each ‘story beat’ completed. Like a scene, an important conversation, entering a new area…etc
|-
1+X XP for Encounters based on difficulty, 1 for Trivial fights and more for Epic and Dangerous battles.
| '''Type''' || '''XP and Description'''
Small amount of XP for outstanding roleplay and exploring additional content. Could also be used to incentivize taking risks.
|-
Moderate amount of experience for completing a chapter, quest, scenario…etc.
| Time || '''1 XP''' for every hour played in a session, you may choose to round up to the next hour if necessary.
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|-
| Story || '''1 XP''' for each ‘story beat’ completed. Like a scene, an important conversation, entering a new area…etc
|-
| Encounters || '''1+X XP''' for Encounters based on difficulty, 1 for Trivial fights and more for Epic and Dangerous battles.
|-
| Roleplay || Small amount of XP for outstanding roleplay and exploring additional content. Could also be used to incentivise taking risks.
|-
| Completion || Moderate amount of experience for completing a chapter, quest, scenario…etc.
|}
|}
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[[Category:Mechanics]]

Latest revision as of 08:42, 14 January 2026

Experience Points represent the currency that Players can use to increase their character Levels and Metaphors. Experience (EXP, XP) is earned through play, as determined by the Game-Master and the guidelines written in this article. While most games should give and use Experience, the Game-Master may choose a different way of handling character progression.

There are typically three ways to spend Experience to progress a character:
• Levelling up,
• Creating/Improving a Metaphor, and
• Increasing an Attribute score.

Every Experience point spent produces a Level Point, these are used to trigger Level-ups for a character.

Level Up

Players can increase the character's Level by consuming an amount of Level Points. The points needed can be found on the Level article.

Metaphor Management

Improving Metaphors
Metaphor ranks can be increased by spending experience. The cost in XP is usually:
[ Rank + 1 ]

Metaphor Component Ranks can also be improved and gained by spending XP. Their costs and details can be found in the Metaphor article.

Creating Metaphors
The cost to create a new Metaphor is slightly different. It requires either a Training Point plus 1 XP, or spend a number of Experience points equal to the number of Metaphors owned plus one. As a bonus, the created Metaphor comes with one free Metaphor component rank.

"The player has six Metaphors and wants to create a seventh, they would need to either spend 1 Training and Experience point, or spend 7 XP to make up the difference. The created Metaphor will be +1 rank with an extra Metaphor component attached."  

Experience Point Reward Guide

Typically, characters would get experience points based on these events and conditions. But remember the Game-Master decides what experience to give and by how much, only take this guide as the potential ways to obtain experience.

Experience Reward examples
Type XP and Description
Time 1 XP for every hour played in a session, you may choose to round up to the next hour if necessary.
Story 1 XP for each ‘story beat’ completed. Like a scene, an important conversation, entering a new area…etc
Encounters 1+X XP for Encounters based on difficulty, 1 for Trivial fights and more for Epic and Dangerous battles.
Roleplay Small amount of XP for outstanding roleplay and exploring additional content. Could also be used to incentivise taking risks.
Completion Moderate amount of experience for completing a chapter, quest, scenario…etc.