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Very like my system. I believe one should earn RP exp as well as
the number crunching in exp all games. <br>
So in 80s I did that as well till now. Years later mid 80s came up
with Infamy rules and Tweaks so folks cna actually spend that EXP once
you reach top levels and exp just pools. So could buy like multipliers to
stats, special magic EL tweaks, etc.<br>
Course 80% of these rules aren't documented but a useful to me
system.<br>
But i do believe rp exp is critical <br><br>
<br>
At 05:09 AM 10/5/2018, you wrote:<br><br>
<blockquote type=cite class=cite cite="">Hiya!<br><br>
What I did back in, er, '85ish, was create a new form of Experience
Points that eveyrone earned. I called them "GEP", for Generic
Experience Points. I was using a lot of 'converted on the fly' AD&D
modules/adventures (1e, obviously, and then ones from Dungeon Magazine as
well when that started), and I wanted something to sort of provide
"Adventurer-Incentives" (re: AD&D mindset of PC's going
around doing stuff for fun and profit moreso than 'to save the world and
do good' as seems to be the focus in the last 2 decades).<br><br>
Hold on, let me get my notes... Crap. Nevermind. I don't have them on
this computer for some reason. Here's the gist of it: <br><br>
GEP were gained via doing "adventure and character-roleplaying"
achievements. Things like RP'ing your character well, making everyone
laugh at the table, bringing pizza for everyone, etc. Adventure oriented
goals that were achieved also got you GEP, so if there where three key
'goals' for the immediate adventure and they were attained, everyone got
GEP. These might be things like "(1) Successfully find your way
through the Darkwode to find Skull Tower; (2) Explore at least 50% of
Skull Tower; (3) Slay the dread Skeleton Abomination at the top; (4)
Recover the family amulet/crest of the House of Brellar from the lower
crypts". <br><br>
The amount of GEP assigned was based on how difficult the task ACTUALLY
was...not a 'pre-set' value. I use the same idea that Paladium Games
does. So after a task is completed, I assign it a value of
"Minor", "Major", or "Epic". Each of those
has a range of GEP.<br><br>
Anyway, these GEP can be "converted" into CEP or CEP/MEP (if
the PC knows magic). All normal gains from gaining CEP/MEP are as normal.
GEP's can also be used to give you an Expertise Roll on a skill (1d6 or
1d10). I can't remember the exact cost...but I want to say 25 or 40,
respectively. I *think* you could also use them "on the fly during
the game" to give yourself a reroll, or automatically succeed at a
Poison Resistence, or get a bonus to the chance to find some particular
item in a town/city, etc. I also remember that you could use them to get
CP's to increase your Current Ability (with the cost being 50/1...I
think...just like CEP conversion) so one could incrase their Ability
Scores without having to actually become better at CEL or MEL.<br><br>
We haven't played P&P in years, unfortunately, so my memory on the
exact conversions and whatnot are a bit fuzzy. But no matter, the point
is there. I found that adding these GEP to the game gave Players more
incentive to do stuff other than just try and make Skill checks and kill
things. Theoretically, a player could play a rich merchants daughter who
basically charms (or pays) her way to being 'useful' in an
adventure...even though she is CEL 0 and has no skill at magic or any
real 'fighting' skills. Eventually, she could get various skills up to
really good EL's, get great equipment, and maybe even become slightly
more capable at at least defending herself (say, Hand-to-Hand or
Shield).<br><br>
So there ya go.
<img src="cid:7.1.0.9.0.20181005215024.0513a8b8@comcast.net.1" width=64 height=64 alt="[]">
Using something similar to that might be worth looking into...sure opens
up a lot of doors for how PC's "get better" in the
game.<br><br>
^_^<br><br>
Paul L. Ming<br><br>
<hr>
<b>From:</b> Hsingai Altaica <draltaica@yahoo.com><br>
<b>To:</b> The Powers and Perils Mailing List
<pnp@list.powersandperils.org><br>
<b>Subject:</b> [PnP] Converting AD&D modules<br>
<b>Date:</b> 10/5/2018 12:32:36 a.m.<br>
I was converting a old AD&D module over an got thinking of how
to convert the EXP rewards to a format usable for Powers &
Perils<br><br>
EXP reward/(EXP for next level /EXP of target level)*66=Increase
Factor<br><br>
This Increase Factor can be spent just like the Initial Increase Factor
as specified in 2.3.5 Initial Increases.<br><br>
Like in AD&D you still need to spend downtime to get the increases.
You learn skill(one at a time) at the rate of 1d10 Expertise Points per
day, regardless of other activities he does Even If he is studying a
skill at full rate. <br><br>
You earn money at the maximum rate posible at your job. If you pay
the price twice, once with the money from the increase and once with
already earned money, you automatically find someone willing to sell it
at the next encounter where it would be logical for someone to have that
object. <br><br>
Characteristics gain at the rate of 1 per a month, multiply
characteristics can change at the same time.<br><br>
When converting monsters I use the formula Creature's HP/5.5 hit
point*the average HPV of a human.<br>
I look up a similar monster in GURPS and use it's HT score as CON and
then use the HPV formula to figure out STA<br><br>
I also use GURPS for STR converting based on Portage Ability/Carry on
Back.<br><br>
I added to skill checks based off of the Skill check of D&D and the
Combat table of P&P.<br>
<a href="https://yiffiemon.wikia.com/wiki/Base_Line">
https://yiffiemon.wikia.com/wiki/Base_Line</a><br><br>
--- It is with books as with the fire in our hearths; we go to a neighbor
to get the embers and light it when we return home, pass it on to others,
and it belongs to everyone.<br><br>
<br>
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