Showing posts with label d20 Modern. Show all posts
Showing posts with label d20 Modern. Show all posts

Wednesday, August 9, 2017

Foolishness Check

While running a "summer slasher flick" one-off adventure for d20 Modern, I wanted to make sure that the characters still acted like the idiots we normally see in horror films--particularly since all my players were horror fans, and certainly knew better.  Below is the mechanic I settled on.  It added a sense of plausibility to the genre, and the players loved it.

Since the trope ultimately has its origins in gothic literature, the Foolishness Check would also be appropriate in a gothic fantasy setting/story.  It may now, however, be used as frequently as in a modern horror game with victim-style characters.  Since that slasher game, I have kept the mechanic in my back pocket to use whenever I feel the need.


Sunday, July 3, 2016

I'm DMing Without XP, and my Players aren't B*%@#ing about It

I have received some ... dissenting opinions in response to my post "Eliminating XP."  The general theme of these responses is that XP are a good way to reward characters not only for the typical reasons, but also for ingenuity and playing in-character.  I attempted to advance the idea that these could be rewarded using game mechanics other than XP.  However, my initial post doesn't really go into this--it glosses over it with links to another post wherein Hero Points are discussed in an epilogue.  I have since made an effort to gain some experience with this type of play, and will share with your my experience and insight.


As most of you should be aware, I have been running a Pathfinder campaign since last fall. In this campaign, I have chosen to avoid experience points.  My regular players include two D&D veterans, two players with only a couple of years experience, and two brand new initiates into RPGs.  When I informed them that I would be awarding experience levels based on attendance and participation instead of combat, no one complained.  When I told them they would receive Hero Points as rewards for special actions, they didn't really know what I was talking about.

Thursday, September 17, 2015

Eliminating XP

"How many experience points for that encounter?"  
"How much experience do I get for this treasure?"  
"If I seduce the bartender, will that be enough to level up?'  
In my game-mastering experience, some players are so focused on the immediate reward of points that it drives a rift between them and those players who want to enjoy the game.  Over time, juggling exact numbers just proves to be tedious--particularly when a 9th level character is 12-points shy of her next level.  Yeah "just fudge it" could solve that situation--but how can you make sure you have been fudging fairly for everyone?

I like the idea of eliminating experience points all together, shifting "leveling up" to something session- and story-based.  In this post, I will be exploring and expanding on an idea presented almost as a footnote in the 5th edition Dungeon Master's Guide:
... Advance characters based on how many sessions they play, or when they accomplish significant story goals in the campaign.  In either case, you tell the players when their characters gain a level. ...
A good rate of session-based advancement is to have characters reach 2nd level after the first session of play, 3rd level after another session, and 4th level after two more sessions. Then spend two or three sessions for each subsequent level.  This rate mirrors the standard rate of advancement, assuming sessions are about four hours long.