Experience: Difference between revisions

From Metaforce TTRPG
Jump to navigation Jump to search
first draft
 
removed redundant section
 
Line 3: Line 3:
__TOC__
__TOC__
|
|
<div style="max-width:80em; align:center; margin:auto;">
<div style="max-width:75em; align:center; margin:auto;">
  '''<code><big>Experience Points</big></code>''' represent the currency that Players can use to improve their characters to progress their '''Levels''' and [[Metaphor|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, so keep this mind when joining games.
  '''<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.
 
==Using Experience==
  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'''.
  '''Leveling up, Creating/Improving a Metaphor, and Improving an Attribute'''.


===Level Up===
==Level Up==
  To Level a character up with Experience, observe the [[Character Sheet|XP to Lv]] value on the character sheet, spending 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 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.


===Metaphor Management===
==Metaphor Management==
  If permitted, a player may create a Metaphor for a character at +1 for 1 experience point. To improve a Metaphor to it's next value, spend an amount of experience equal to the Metaphor's '''current value plus 1'''.
  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.  
ex. A Metaphor at +3 costs 4 experience to improve it to +4.
 
===Improve Attribute===
Providing the character has at least one Attribute-UP opportunity (Points Remaining (Left)), the player can spend an amount of experience points next to the Attribute they wish to improve as indicate on the sheet. (Manual calculation is identical to improving Metaphors, only using the Attribute's current modifier).
Do note, you '''can't''' improve an Attribute modifier to be '''higher''' than the character's '''current level'''. So an Attribute at 3 when the character is Level 2, can't be improved at this time.  


==Experience Point Reward Guide==
==Experience Point Reward Guide==
Line 29: Line 21:
  • 1 XP for every hour played in a session, you may choose to round up to the next hour if necessary.
  • 1 XP for every hour played in a session, you may choose to round up to the next hour if necessary.
  • 1 XP for each ‘story beat’ completed. Like a scene, an important conversation, entering a new area…etc
  • 1 XP for each ‘story beat’ completed. Like a scene, an important conversation, entering a new area…etc
  • 1 to 5 XP for combat encounters based on difficulty, Trivial fights should give 1, then 5 for epic and dangerous fights.
  • 1+X XP for Encounters based on difficulty, 1 for Trivial fights and more for Epic and Dangerous battles.
  • Small amount of XP for outstanding roleplay and exploring additional content. Could also be used to incentivize taking risks.
  • 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.
  • Moderate amount of experience for completing a chapter, quest, scenario…etc.
</div>
</div>
|}
|}

Latest revision as of 16:59, 2 October 2024

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:
Leveling up, Creating/Improving a Metaphor, and Improving an Attribute.

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 Level / Limit 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 EXP to Level Increment parameter.

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. 

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
• 1 XP for every hour played in a session, you may choose to round up to the next hour if necessary.
• 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.
• 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.