[UA] (no subject)
Greg Stolze
holycrow at mindspring.com
Tue Mar 5 06:26:14 PST 2002
>Seems like one benefit of the current system is that it doesn't
>encourage the proliferation of a whole bunch of low-level skills the way
>a "cheap at low levels, expensive at the high end" system would. What
>are the others?
It does realistically model the typical learning experience where you get
these rushes of improvement followed by long plateaus, but in this
instance, your players are right. UA does have kind of a suck-ass
experience system. In 2ed, we junked it.
The replacement is this: Spend 1 XP, raise a skill 1%. Spend 2 XP, raise a
stat 1%. You get 3-5 XP per session.
Furthermore, anytime you roll a match, the relevant skill goes up 1%. This
is for successes AND failures. However, this only works on skills, not
stats, and it only happens during serious tests of your ability. Rolling
that 88 Martial Arts failure in a streetfight really encourages you to
improve. Rolling it in the dojo... not so much.
Sorry about the first system. Dunno what I was thinking.
-G.
I suspect 'dignity' is over rated. When was the last time you said "Man,
the party was AWESOME! Everyone was totally dignified!"?
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