I do not know if XP is a sacred cow or just a habit, but the DieXSystem does not use it. Instead,
progression is based on skills used. If you used a skill in a scene or combat, post scene you are allotted a roll to check for progress in it.
This process follows a sharp learning curve, statistically speaking. It is quite quick and easy to pick up the first tier in a skill but as you reach higher tiers the probability drops off. We have all experienced this to some degree, let's take typing as an example. The first time you tried to type, regardless of age, you no doubt had a hunt and peck style. In fact hunt and peck is the first tier of the skill of typing. With practice and use you reach a point where you no longer even need to look at a keyboard, you don't even think where the keys are as muscle memory develops. Quick, which finger goes on the "K"? Did you have to look?
This kind of progress has intrinsic means for dealing with lay overs or montage. The GM can simply allot an amount of rolls based on whatever stipulation they cook up.
Built around this system is a world that your character can grow into, not a world that scales around a character based on a hierarchical XP system.
This approach to experience has been done by Chaosium's Basic Roleplaying, all the way back to RuneQuest in the seventies. Feel free to have a look at their approach, which uses percentile dice, for the testing of your particular mechanic.
ReplyDeleteI appreciate the tip, I will certainly look. Tho, so far it is functioning as intended, input is great. How did you like the approach in RuneQuest?
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