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<p style="margin-top: 0.4em;">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 style="height: 1em; vertical-align: middle;" src="cid:smilie.png"> 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></p>
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<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>
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<div><div style="color: rgb(0, 0, 0); font-family: Helvetica Neue, Helvetica, Arial, Lucida Grande, sans-serif; font-size: 13px; background-color: rgb(255, 255, 255);"><div id="yui_3_16_0_ym19_1_1538697523459_9617"><span></span></div><div></div><div id="yui_3_16_0_ym19_1_1538697523459_9510"> 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</div><div id="yui_3_16_0_ym19_1_1538697523459_9585"><br id="yui_3_16_0_ym19_1_1538697523459_9586"></div><div id="yui_3_16_0_ym19_1_1538697523459_9587"> EXP reward/(EXP for next level /EXP of target level)*66=Increase Factor</div><div id="yui_3_16_0_ym19_1_1538697523459_9588"><br id="yui_3_16_0_ym19_1_1538697523459_9589"></div><div id="yui_3_16_0_ym19_1_1538697523459_9590">This Increase Factor can be spent just like the Initial Increase Factor as specified in 2.3.5 Initial Increases.</div><div id="yui_3_16_0_ym19_1_1538697523459_9591"><br id="yui_3_16_0_ym19_1_1538697523459_9592"></div><div id="yui_3_16_0_ym19_1_1538697523459_9593">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. </div><div id="yui_3_16_0_ym19_1_1538697523459_9594"><br id="yui_3_16_0_ym19_1_1538697523459_9595"></div><div id="yui_3_16_0_ym19_1_1538697523459_9596">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. </div><div id="yui_3_16_0_ym19_1_1538697523459_9597"><br id="yui_3_16_0_ym19_1_1538697523459_9598"></div><div id="yui_3_16_0_ym19_1_1538697523459_9599" dir="ltr">Characteristics gain at the rate of 1 per a month, multiply characteristics can change at the same time.</div><div id="yui_3_16_0_ym19_1_1538697523459_9599" dir="ltr"><br></div><div id="yui_3_16_0_ym19_1_1538697523459_9599" dir="ltr">When converting monsters I use the formula Creature's HP/5.5 hit point*the average HPV of a human.</div><div id="yui_3_16_0_ym19_1_1538697523459_9599" dir="ltr">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</div><div id="yui_3_16_0_ym19_1_1538697523459_9599" dir="ltr"><br></div><div id="yui_3_16_0_ym19_1_1538697523459_9599" dir="ltr">I also use GURPS for STR converting based on Portage Ability/Carry on Back.</div><div id="yui_3_16_0_ym19_1_1538697523459_9599" dir="ltr"><br></div><div id="yui_3_16_0_ym19_1_1538697523459_9599" dir="ltr">I added to skill checks based off of the Skill check of D&D and the Combat table of P&P.</div><div id="yui_3_16_0_ym19_1_1538697523459_9599" dir="ltr"><a id="yui_3_16_0_ym19_1_1538697523459_12413" href="https://yiffiemon.wikia.com/wiki/Base_Line">https://yiffiemon.wikia.com/wiki/Base_Line</a><br></div><div id="yui_3_16_0_ym19_1_1538697523459_9599" dir="ltr"><br></div><div class="signature" id="yui_3_16_0_ym19_1_1538697523459_9655">--- 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.</div></div></div>
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