Author Topic: Mechwarrior RPG - XP and advancement  (Read 1963 times)

Loswaith

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Re: Mechwarrior RPG - XP and advancement
« Reply #20 on: 15 February, 2013, 12:11:39 »
Personaly, the differences between simple and complex are more about the execution, and realy shouldn't play in the XP cost, though it would likely have some impact across downtime learning it's not enough to worry about because a longer use of skill has more oppertunity for you to learn something.


The basic and advanced split:
It is likely easier to keep the costs the same (forget using the fast learer xp).

For the Basic skills keep it just that it has to have been (sucessfully?) used since the last developed to increase, forget any tests on it (outside of initially learning it of course), you can always give some a special extra pip if you think a situation has been used significant enough to allow a double advance on a particular skill.

Conversly for advanced have it must be used and insted of using MOS, using a natural roll of 10+ (or TN +1) to advance it a single point (so basically if you have multiple ranks bought in it it wont skip ranks), this keeps it about equivlent to a roll vs the new skill level, without any ancillary/situational bonuses making it allot easier to achieve.  This also  means you dont have to keep tabs on the 3-6 uses that may span multiple sessions as the skill gets higher.

Alternativly you could use a fail approach, you have to fail a test to advance the skill.  This works due to the static TN nature of the skills, and that the more skilled you get the less likely you are to fail normal tasks, while using more complex tasks (ie. penalities) makes it more likely you will learn something new.

At the end of the day what XP you spend on basic skills arent going into advanced skills and what xp your spending on advanced isnt going into basic.

On other bits:
Honestly I dont see much of an advantage to players that spent more on attributes (I may be biased but it took a fair bit of aganosing and geting the midset of the character to decide to have attributes over skills), independantly they do little, they simply reduce the speed at which someone can learn at (they play little part in the actuall skill execution).
However the converse is that the players with higher skills have already learnt more and are far more competent in execution (the making of tests) than those who have the lower skill pool.

In the end as I can see it this appears to balance out, while the high attribute characters will advance faster (likely focusing more on some skills initially), they potentially have less skills as well, so will need to spend more time training (and more time having used existing skills).  While those with the lower attributes will progress more slowly and be more diverse as well as having more skills to potentially draw on in some situations so they can actually advance skills that would be less used.
At the end of the day a skill has to have been (successfully?) used.

For example a skill at 1 or 2 may need the higher attribute character to use successfully the skill some 2-6 times to hit the attribute cap, conversly the skill character may only need to use it once or twice to hit the same cap.
- Loswaith
Henceforth Mortal, Remember...

Chimera

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Re: Mechwarrior RPG - XP and advancement
« Reply #21 on: 15 February, 2013, 13:03:49 »
Some good points Loswaith.
Best thing may be to discuss it tonight before the game.

I am flexible on this, I just want the focus on how we intend to play - the fun factor.
The only thing I am attached to here is some form of advancement of advanced skills at normal rates. Given my reasons above.

Yes, I too see the skills as more differentiated in play rather than advancement.

And you points about attribute vs skill are valid - it XP neutral and plays out as you say.


Kaneski

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Re: Mechwarrior RPG - XP and advancement
« Reply #22 on: 15 February, 2013, 17:02:37 »
Personaly, the differences between simple and complex are more about the execution, and realy shouldn't play in the XP cost, though it would likely have some impact across downtime learning it's not enough to worry about because a longer use of skill has more oppertunity for you to learn something.



And it doesn't - simple/complex break is only the time it takes in structured time to execute the skill - it has nothing to do with skill 'difficulty', as such - all snap skills eg shooting, running, noticing, etc... are simple and can be used with a half-action. All complex skills require 1 or more full actions. Simple/Complex has nothing to do with XP cost or training.

Simple/Complex - time to execute skills in play
Basic/Advanced - difficulty of skill

Concerning starting attributes - they contribute plenty to untrained skill rolls, however. If memory serves, it's a -4 penalty for untrained skill use, so characters with attributes of 6 are just as good at it as +2 trained characters. Granted there are limits - again from memory, Complex/Advanced skills cannot be used untrained, but still - high attributes do make up for skills or lack thereof.


In terms of advancement - my issue with Loswaith's (and original Chimera's) suggestion is that it removes the XP cost difference between basic and advanced skills. That XP cost (IMO) was designed to differentiate pros from noobs (thus the switch from basic to advanced for tiered skills), and everyday stuff from nuclear reactor maintenance. It... felt... cheapened somehow.


Anyway, I suspect a discussion will occur during food before the game. Since there's scant time left before the arrivals are schedules, I'm going to predict that... Fast learner track for basic skills/Full cost for advanced/succeed to start using new level will be the decided system.

Loswaith

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Re: Mechwarrior RPG - XP and advancement
« Reply #23 on: 31 March, 2013, 15:14:56 »
This may be a bit harsh, but happy to go with consensus.

I'd like to sugest an XP penality on late place holders for write-ups, not the write-up itself, so as to avoid them continiously going greatly out of order.
I was thinking half award (for the specific entry but 25% penality works too) for out of sync posts, however taking place from the 4th session onwards only.  I'm planing to fix the any 3rd session ones (if they get put up over the next few days) but those prior will stay out of sync.

The cut off point for a place holder being 24hrs after the following session (unless thats inconvinent for Mystic to wait till then to put his own place holder in, as most offten his is the first one in place), so session 4 place holders cut-off being 24hrs after session 5.

At the end of the day it only takes a minute or so to put the place holder in, and that then leaves you free to do the actual write-up whenever you wish.
- Loswaith
Henceforth Mortal, Remember...