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Post by greenmanalishi on Aug 8, 2018 12:21:14 GMT -5
In addition to the standard four S's, what's a good ratio of AP to dole out after:
a) Succesful Campaign? b) GM Fiat in respect to some clever play?
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Post by gaptooth on Aug 8, 2018 12:33:50 GMT -5
Zero for me.
I try to set objective standards and make the players aware of them, so they can choose how much AP they get. For example, the 5th edition rules give you adventure points for touching your toes on deeper levels of the dungeon. I do the same, and assign "dungeon levels" to all the dangerous adventure areas they visit—whether they are new areas within an adventure location like a tower, or new hexes on the campaign map.
I've also come around to the 1st-edition method of awarding AP point-for-point for the value of treasure they recover. This gives them an incentive to evade and outfox the monsters, if they can, because the majority of their experience comes from Saving Rolls, Exploration, and Treasure, instead of the nickel-and-dime amounts they get from slaughter. It becomes a form of AP for clever play, while still having an objective basis in their achievements in the fiction.
I'm not suggesting that anyone who doles out AP based on Fiat is "doing it wrong". This is just my preference.
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order99
7th Level Troll
Coffee-fueled Carrion That Walks Like a Man
Posts: 1,039
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Post by order99 on Aug 8, 2018 19:25:26 GMT -5
Being a 4th Edition fiend I still use the default on AP (pretty much the same as 1st) but I do reserve the right to add categories such as: Make the GM laugh until he can't 'effin BREATHE-100 AP per instigator Do something so AWESOME the entire Table gives you a Standing Ovation and we have to take a break-150 AP Do something so incredibly Left Field that the GM needs a Time Out to cope and improvise-200 AP divided by the number of PCs that created the Swerve I also give just as much AP for outwitting or even befriending Monsters as if they had been defeated...so when the Wizard, Warrior and Rogue convince the greedy Baron Von Deihl and his Retinue to stop oppressing the Peasants, relinquish the Fiefdom, donate the entire Treasury to the Orphanage and take up a career of Riverdancing (YES THIS ACTUALLY HAPPENED ) then I- 1) take a minute to catch my breath and give them each 67 AP (200/3, round up) 2) listen to the Wizard tell such a heartfelt and meaningful tale of his early career Riverdancing before the Magic in his blood called to him that the entire table cheers(and I bloody well SKIP the CH SR for once)-150 AP for the Wizard! 3) watch all three Players do a ridiculous Riverdance to the tune of Queen's 'Princes of the Universe' (you had to be there) laugh until I need to sit down and award them 100 AP each 4) give them full AP for the entire Treasury of 21000 GP (7000 AP apiece) No they didn't KEEP the treasury but they pretty much LOOTED it... 5) give them the full AP for 'defeating " the Monsters (in this case 225 per PC) etc... Adding AP categories can really enhance the type of Game you want to play. If my Players and I wanted a MS&PE Horror game for example, I might make AP categories for "YES I DO go outdoors(attic, basement) with only a Flashlight to investigate that noise" or for 'Scream, Run and Gibber for awhile in Blind Panic, getting lost in the process'...
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Post by greenmanalishi on Aug 9, 2018 16:28:33 GMT -5
gaptooth - Years of experience has definitely given you the ability to carve T&T into your style of play which I enjoy reading about. Something I will strive to do the more I play of course. That's the beauty of this game, run it as you see fit. But for now I need to have training wheels to guide me to get a feel. Then - look out!
order99 - Haha! Great visuals! Getting the bad guys to take up Riverdancing are well earned AP! Those ballpark figures are great help. AP categories are a good idea too, kind of how Gaptooth runs his game for Clever Play.
Many thanks to both. Our first official session is this weekend. (Character creations were done a few weeks back).
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Post by gaptooth on Aug 9, 2018 17:24:30 GMT -5
greenmanalishi, could you elaborate on what you meant by the 4 "S"es? "Saving Rolls" is one I can think of. And casting Spells could be another. But the other classic achievement types I can think of—like daring (exploration), and overcoming enemies—don't start with "S". What all did you have in mind?
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Post by greenmanalishi on Aug 9, 2018 17:49:06 GMT -5
Sorry, that was the term used in the Deluxe T&T rules, I should have elaborated. You basically got them all in your deduction.
-Saving Rolls -Spellcasting -Slaying -Special Events (daring, cleverness , fortitude, etc...)
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Post by gaptooth on Aug 10, 2018 8:02:34 GMT -5
Aha, I missed that. Thanks!
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Post by zanshin on Aug 13, 2018 4:27:14 GMT -5
It varies according to my campaign.
I give quest completion worth about 20-25% of all XP in my regular T&T campaigns.
In my Earthdawn T&T campaign I award 100% on the basis of role play and quest completion as the advancement method is different.
I don't award XP for treasure, but I will let people spend GP for XP on a 1 to 1 basis.
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unclecranky
5th Level Troll
(mutter...grumble)
Posts: 657
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Post by unclecranky on Nov 25, 2018 14:12:18 GMT -5
After a successful adventure? Hmm... Well, IF you live, you might get a largish reward - up to your character's level x 1000 points. Daring or entertaining AP tends to go into that pot. I award that amount regularly through the adventure if it's that long. IF your character dies, of course, there are the basic options: Decent burial (if your fellow players are charitable) burial at sea, cremation, becoming statuary, or becoming lunch or decoration.
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kersus
1st Level Troll
Posts: 42
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Post by kersus on Jan 30, 2019 23:40:26 GMT -5
I've been wondering about adventure points.
Essentially, they exist to raise the prime attributes and are more valuable the more attributes you use in your game.
So, why not just assign a couple per session?
I do like the idea of including treasure and overcoming obstacles. I'm not liking the bookwork of tracking STs.
I guess, why the xp style system with rewards every so often?
Or the xp system with 10xattribute to raise it one?
Why do you play the one you use?
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order99
7th Level Troll
Coffee-fueled Carrion That Walks Like a Man
Posts: 1,039
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Post by order99 on Jan 31, 2019 22:25:55 GMT -5
I've been wondering about adventure points. Essentially, they exist to raise the prime attributes and are more valuable the more attributes you use in your game. So, why not just assign a couple per session? I do like the idea of including treasure and overcoming obstacles. I'm not liking the bookwork of tracking STs. I guess, why the xp style system with rewards every so often? Or the xp system with 10xattribute to raise it one? Why do you play the one you use? I certainly can't speak for the other Posters here, but-I do it because I am lazy and it works (Oops, did I grab the Hazelnut creamer or the Truth Serum creamer for this coffee?). On a more serious note, I start most of my RPGs Rules as Written, and modify as I go if I need more...the AP system works for me, I add some Situational Modifiers (I want my Players to Creatively amaze me, I give AP for Creative Thinking and they Get Creative!) and use it until/unless it no longer fits my needs.So far It still works and I save my limited time and creativity wondering what MR I should assign to the Voltron Lions... This doesn't mean you have to though Kersus...as far as I know T&T have no Gaming Police and probably never will, so go with something that suits your needs, show your fellow Forumites what you designed and let us steal it from you-er, I mean shower you with accolades, yeah, that's it...
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Post by mahrundl on Feb 1, 2019 15:14:13 GMT -5
...as far as I know T&T have no Gaming Police and probably never will If T & T did have Gaming Police, they'd probably be the Keystone Kops.
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kersus
1st Level Troll
Posts: 42
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Post by kersus on Feb 3, 2019 22:56:10 GMT -5
I will innovate on my own however when starting a game (TnT is new to me) I lean on the wisdom of others instead of traveling down unwise paths.
Essentially I don't always want to learn the hard way if others have better answers.
I also like "Why?" Questions because understanding why helps me as a GM.
I just ran a session and tossed out APs whenever I remembered after they did something useful. I think everyone popped up a couple attributes via the purchase method (10xattribute).
I also ask because of those three methods: purchase, xp leveling, +X attributes per session - I honestly don't know what I prefer yet.
I grew up with TOG xp style and love Lejendary Adventure's Merit system (purchase) but for TnT, I just don't have enough experience yet to know what is best.
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unclecranky
5th Level Troll
(mutter...grumble)
Posts: 657
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Post by unclecranky on Feb 3, 2019 23:17:02 GMT -5
Essentially, the AP system exists to raise attributes, true, but characters NEED those raises in order to handle heavier weapons, better armor, cast higher-level spells, etc. From a gamer's standpoint, having higher level/ more powerful characters boosts a player's confidence (falsely, sometimes, which is fun). As for myself, as a GM, it's ALWAYS fun to build someone up to Superman/Hulk levels... ... And then squish them in some way they haven't thought to make themselves immune to.
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