Created 06 Jul 2023, Published 06 Jul 2023, Last modified 10 May 2024 23:48
Experience Points (XPs) are probably the most important aspect of being a Guide. Too much XP awarded demeans the reward, too little makes the players frustrated. Useful items, money or better equipment should also be considered as an alternative to XP’s.
You can spend your experience points at any time and on anything
Item | Cost | Increase By |
---|---|---|
Primary Skill | x2 Level | 1d10 |
Secondary Skill | x4 Level | 1d6 |
Character Stat | x10 Level | 1d4 |
Each critical success reduces the item you are wanting to increase by 5 before you apply the multiplier while failers increase the target
Joe wants to increase his crossbow skill currently 65 it’s a primary skill for Joe so the experience needed to increase it would be 65x2 or 130 experience, luckly he had 3 ticks for the critical successes he had recently, which takes 15 away for the stat as part of the calculation meaning that he needs 100 experience to increase his skill by 1d10, once he spends his experience the ticks are removed from the skill as they have been spent.
Joe wants to increase his longsword skill currently 57 is a primary skill for Joe so the experience needed to increase it would 57x2 or 114 experience, unfortunately, he has 3 X’s for the critical failures he had recently, that adds 15 away meaning that he needs (57+15)x2 142 experience to increase his skill by 1d10, once he spends his experience the X’s are removed from the skill as they have been spent.
Critical Failure and successes cancel each other out so there will only be one on any skill or stat.