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The Characters
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Experience points have been tallied for all, however I
don't have them
with me so I'm not going to mail them out to people
now.
I'll mail them to people individually unless the majority
of people tell
me its ok just to send them all to the group. (which would
be easier)
Experience totals were a little lower than I expected,
mainly due to the
fact that people have been travelling in the middle of
nowhere for so
long! However experience gained for killing and beating
things was
higher than anticipated.
The broad areas that get you experience are listed
below:
- killing/beating/subduing enemies
- doing cool and funky things
- playing in character (as differentiated from your real
self! :) )
- having cool ideas/plans
- casting spells
- pulling off tough maneouvers
- surviving situations of tension and conflict. i.e.
combat, being put to the test, etc.
The system I have devised is similar to that described in
the MERP book, with
certain things taken out, modified, or generalised, and a
few things emphasized a
bit more - see above. However people should gain
experience at the same rate
as they would using the book system.
The range of total exp after session 9 is approximately
300 - 6000, taking out
characters currently inactive (i.e. Lotho), that becomes
around 1000 - 6000
with most people around 3000 - 4000.
Remember though that these numbers are biased by the fact
not everyone
turned up to the same number of sessions. People from the
current party
seemed to pick up from about 400-700 per session with most
people in the
middle, so there's not much in it.
Just as an observation, the party appears to be very
gung-ho and combatitive,
this is not a good or a bad thing but it does mean that
the characters will appear
in far more combat situations - which may suit some
characters and not others.
eg. Warriors are going to love this, whereas animists,
mages etc. may not for
example. I said from the start that the agility stat is
too powerful in MERP, however
to a large extent the actions which the group takes add
value to certain skills/stats
and devalue others.
For example 'Missile weapons' has suffered from inflation
because the PCs
constantly get in fights! (as has other agility related
skills) At the same time other
skills become deflated. Just a thought...
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Maintained by tomo@redbrick.dcu.ie |