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Author Topic: Continuous character advancement in Mastercraft  (Read 685 times)
meadicus
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« on: March 28, 2011, 01:44:54 PM »

This all began when someone in my group said leveling systems annoyed him as getting loads of abilities at once (i.e. gaining a level) felt unnatural compared so a continuous advancement system (We've been playing WFRP 2 recently). So taking a suggestion from him I've tried to throw something together.

Characters still advance through classes as normal. The only difference here is the levels are gained in parts, rather than all at once. The biggest benefit is that the character generally gains something after every session.


A character gains the abilities from their next level by spending Advancement Points (AP). A whole level costs 23AP. Each component of the level (BA, Fort, Ref, Will, Def, init, Lifestyle, Legend, SP, Class Abilities, Vitality and Skill Points) must all be bought separately. The cost of each advancement is 1 point for a low track, 2 points for a medium track and 3 for a high track, class abilities is always considered to be a high track. Every advancement must be bought to complete the level, even if a track gives no bonus at that level. (SIDE NOTE: this might work well with fractional ability tracks, so there was always some perceivable benefit from spending the AP, as well as the bonuses this brings to multi-classing).

Once the level is completed, the player gains the following benefits
- They now count as a character of that level. (important for spell casters)
- They gain any non-class dependent benefits, i.e. feat, AD, attribute bonus etc.
- They can now being purchasing abilities from their next level.

Note that when buying skill points, the character counts as the level they're buying for, to determine maximum ranks.

So for example. A level 5 Soldier becomes a level 6 Soldier by spending 23 points as such
3AP   BAB   +1
2AP   Fort   +0
1AP   Ref   +1
3AP   Will   +1
2AP   Def   +1
2AP   Init   +1
1AP   LS   +1
2AP   Legend   +0
3AP   CA   Weapon specialist
1AP   Skills   4+Int (max ranks 9)
3AP   Vit   12+Con
These can be bought in any order. Once all have been bought the character becomes level 6, his AD increase to 4(d6), he gains a feat and an interest.


Any thoughts/comments?

Is it clear? I'm sure the language could be cleaned up somewhat.

I imagine with a little extra effort it could be made to work from XP instead. However since we've not used XP for advancement in any of our group's games for years, I didn't really feel the need to work that bit out. As a GM I usual aim for 1 level per 2/3 sessions. So if using this I may hand out 8 to 10 AP per session.
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« Reply #1 on: March 28, 2011, 01:53:53 PM »

It is clearly written out and is an interesting idea. I can understand having played WFRP before the idea as well. It makes sense in some regards certainly. If it works for your group then keep using it. I may even give it a try at some point in a FC or SC2 game (at least until SC3 comes out).
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« Reply #2 on: March 28, 2011, 01:55:42 PM »

Thanks.

We've not actually tried it yet. I wanted to get opinions here before considering using it when I next get round to running a game.
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« Reply #3 on: March 28, 2011, 02:08:52 PM »

I don't have my book or PDF handy, but does it work smoothly for the Mage?
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« Reply #4 on: March 28, 2011, 02:19:20 PM »

I don't have my book or PDF handy, but does it work smoothly for the Mage?

I thought yes, but apparently not.

Class ability + Skills + vitality = 7pts
BAB (low) = 1pt
Fort (low) = 1pt
Ref (low) = 1pt
Will (high) = 3pt
def (low) = 1pt
Init (med) = 2pt
Lifestyle (med) = 2pt
Legend (high) = 3pt
SP (high) = 3pt
That adds up to 24 Sad

I think I checked on an earlier version where advances cost 0/low 1/med 2/high. But I had to scrap that after not being able to settle on when the character would get all their low track advances.

Dammit, back to the drawing board.
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« Reply #5 on: March 28, 2011, 02:48:28 PM »

Dammit, back to the drawing board.
Not quite.  Just let the Mage buy the last two things with that 23rd point.
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meadicus
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« Reply #6 on: March 28, 2011, 02:54:30 PM »

Spell points could be bundled in with class abilities I suppose. Yeah that would do it. I imagine both would pretty much always be the first thing on a Mage's shopping list every level anyway.

EDIT: Actually, that doesn't make sense at all.
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« Reply #7 on: March 28, 2011, 02:58:52 PM »

Got it. Spell points cost 1AP for 1/level or 2AP for 2/level.

Sorted!
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« Reply #8 on: March 28, 2011, 03:00:11 PM »

Rejigger the spellpoints. Those classes with a 0 SP per level progression are Low. Since the other classes aren't paying 1 pt for their spell point progression, have the mage only pay 2 pts instead of 3.

He fixed it while I was typing.
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« Reply #9 on: March 28, 2011, 05:37:45 PM »

You know, this is pretty much what I like doing.
However, instead of giving out points at the end of each session, I simply let the players pick 2-5* things from the following list and 'level' it:

Class Ability (including Spell Points); Skill Points (using the Maximum Skill Rank from the next level); Vitality; BAB; Fort; Ref; Will; Defence; Initiative; Lifestyle; Legend; [Extra Feat; Attribute Bonus; Extra Proficiency; Extra Interest; Exta Feat]**

*Loosely based on the length of the session, how much XP they gained and how important to the story the session was.
**If applicable to the next level.

They aren't allowed to pick the same thing again until they have 'levelled' everything else.
I also keep a separate record of what people have taken, as some players can 'forget'... Wink

Cheers! Cheesy
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