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Experience Rules?

TEngr: Yup!

BTW, the 92 day rule change was suggested for T4-level skill acquisitions (IE, 1 per year, +1 per promo, position or special duty; 4-7 per term; MT Basic is 1-8 per term, centered heavily at 2.something. 1 term, 0-1 first term, 0-2 pos, 0-2 promo 0-2 Spl Duty; the second comes from Bonus Skills on exceptional rolls.)
 
TEngr: Yup!

BTW, the 92 day rule change was suggested for T4-level skill acquisitions (IE, 1 per year, +1 per promo, position or special duty; 4-7 per term; MT Basic is 1-8 per term, centered heavily at 2.something. 1 term, 0-1 first term, 0-2 pos, 0-2 promo 0-2 Spl Duty; the second comes from Bonus Skills on exceptional rolls.)
 
Originally posted by Sigg Oddra:
Skill improvement during the game should be at the same rate as during character generation IMHO.
As ususal, I'm right with you, Sig. That's the way I run it.

Now, I do award XP at the end of the gaming night (my players LOVE this...they love sticking around after the game is over, reliving the cool moments of the game, and getting rewarded for the things they did in the game). I call it "feeding the dog" time, because they're all wagging their tails.

So, XP, in my game, is awarded at the end of the night--not because it's a complication, but because the players really like it.

And, the rolls I give them to go up happen fairly regularly.

But, I've made it so damn hard to go up--they've got to roll so high--that it works out that a character will improve at about the same speed as he does during character generation.

It's nothing, in my game, to get the requisite number of points several times, make several rolls to go up over several game sessions, only to have them all fail.

But, when one of them make that very hard roll, it's a very cool thing indeed at the gameing table.

"Hey! I got a new skill!"

It's slow going--the same flavor of CT--but, I've made it seem a bit quicker in that (1) XP are awarded every night, and (2) the attempt to go up happens much more often than someone actually making the roll and improving.

In my game, the XP is all about the attempt.
 
Originally posted by Sigg Oddra:
Skill improvement during the game should be at the same rate as during character generation IMHO.
As ususal, I'm right with you, Sig. That's the way I run it.

Now, I do award XP at the end of the gaming night (my players LOVE this...they love sticking around after the game is over, reliving the cool moments of the game, and getting rewarded for the things they did in the game). I call it "feeding the dog" time, because they're all wagging their tails.

So, XP, in my game, is awarded at the end of the night--not because it's a complication, but because the players really like it.

And, the rolls I give them to go up happen fairly regularly.

But, I've made it so damn hard to go up--they've got to roll so high--that it works out that a character will improve at about the same speed as he does during character generation.

It's nothing, in my game, to get the requisite number of points several times, make several rolls to go up over several game sessions, only to have them all fail.

But, when one of them make that very hard roll, it's a very cool thing indeed at the gameing table.

"Hey! I got a new skill!"

It's slow going--the same flavor of CT--but, I've made it seem a bit quicker in that (1) XP are awarded every night, and (2) the attempt to go up happens much more often than someone actually making the roll and improving.

In my game, the XP is all about the attempt.
 
Originally posted by Sigg Oddra:
Skill improvement during the game should be at the same rate as during character generation IMHO.
As ususal, I'm right with you, Sig. That's the way I run it.

Now, I do award XP at the end of the gaming night (my players LOVE this...they love sticking around after the game is over, reliving the cool moments of the game, and getting rewarded for the things they did in the game). I call it "feeding the dog" time, because they're all wagging their tails.

So, XP, in my game, is awarded at the end of the night--not because it's a complication, but because the players really like it.

And, the rolls I give them to go up happen fairly regularly.

But, I've made it so damn hard to go up--they've got to roll so high--that it works out that a character will improve at about the same speed as he does during character generation.

It's nothing, in my game, to get the requisite number of points several times, make several rolls to go up over several game sessions, only to have them all fail.

But, when one of them make that very hard roll, it's a very cool thing indeed at the gameing table.

"Hey! I got a new skill!"

It's slow going--the same flavor of CT--but, I've made it seem a bit quicker in that (1) XP are awarded every night, and (2) the attempt to go up happens much more often than someone actually making the roll and improving.

In my game, the XP is all about the attempt.
 
WJP,

I think you're actually describing how I would like it too be when I played or was referee.

You'd like to give/get a cookie once in a while.
 
WJP,

I think you're actually describing how I would like it too be when I played or was referee.

You'd like to give/get a cookie once in a while.
 
WJP,

I think you're actually describing how I would like it too be when I played or was referee.

You'd like to give/get a cookie once in a while.
 
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