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 Post Posted: Thu May 31, 2012 10:20 am 
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Ok, this has been discussed in depth a great deal already, so I'd like to use this forum to let everyone make their final preferences known.

Option 1: Keep the Darkness Rising game's XP system the way it is. ("Erfworld Style")
* This allows for individual leveling and leveling in the middle of a scenario.
* This system is inherently unfair, as certain classes and builds will be better at gain XP under many (most?) circumstances.
* This system requires that the GM make a special effort to create scenarios in which the low-XP units can catch up.
* Player death means the units start over at level 1, but could eventually catch up if they take or are given many XP opportunities.

Option 2: Switch to a system in which XP is divided evenly at the end of the mission. ("Dungeons And Dragons Style")
* All current players level at the same time.
* Player death means either : player takes over an existing campaign unit (which limits their new character options) or player starts at level 1 and can never fully "catch up" to the higher-level units, although they will probably level the lower levels much more quickly.
* If this option is chosen, I'll probably stop publicly declaring XP and simply declare whether units leveled after a scenario or not. (The only reason I'm publicly declaring XP right now is to have additional sets of eyes double-check the bookkeeping, which wouldn't be an issue under this system.)

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     Post Posted: Thu May 31, 2012 1:26 pm 
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    For what it's worth, I like the DnD style.

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     Post Posted: Thu May 31, 2012 1:48 pm 
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    I'd go with DnD option as well. Just seems a lot easier for everyone.

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     Post Posted: Thu May 31, 2012 2:34 pm 
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    I'm mehish.

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     Post Posted: Thu May 31, 2012 2:38 pm 
    Print Book 2 & Draw Book 3 Supporter Year of the Dwagon Supporter This user is a Tool! Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Erfworld Bicycle® Playing Cards supporter Has collected at least one unit
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    DnD option seems easier as well, though is there a level cap?

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     Post Posted: Thu May 31, 2012 3:17 pm 
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    No level cap, but much like Erfworld, higher levels are going to require significantly more XP. Levels 3-5 should not be horrible to attain, but level 10 is going to require a whole mass of killing...

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     Post Posted: Fri Jun 01, 2012 4:55 am 
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    MarbitChow wrote:
    Option 1: Keep the Darkness Rising game's XP system the way it is. ("Erfworld Style")
    .
    * This system requires that the GM make a special effort to create scenarios in which the low-XP units can catch up.



    On Balance...Option 2 because of the above. The inherent unfairness I could have lived with... which probably seems rich considering I was the one that started whining, :P... so long as some effort was made to redress the balance. However if it is going to limit your creativeness, in that you are unwilling to put us in some situations because some characters will profit more than others, then I'd rather use the other system.

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     Post Posted: Fri Jun 01, 2012 7:51 am 
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    Well, since nobody seems to desire the other system at all, option 2 it is, starting with the next scenario.

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     Post Posted: Fri Jun 08, 2012 7:04 am 
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    I don't know if it's worth discussion but I'm putting it out there anyway...

    I see under the new rules Tod still gets a minor personal xp stream from leadership. I have no objection to this but I'd rather see the playing field levelled for other characters too... so I'd suggest...

    Warriors get the 0.1 xp per damage point they take
    Archers/Fliers get 0.1 xp for damage they cause
    Mancers get 0.1 xp per spell level they cast

    This gives each "class" a minor xp stream...

    These shouldn't be too hard to keep track of...and can be totalled retroactively at the end of a scenario

    Let the arguing begin..... :twisted:

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     Post Posted: Fri Jun 08, 2012 8:16 am 
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    Werebiscuit wrote:
    I see under the new rules Tod still gets a minor personal xp stream from leadership.

    No, Tod's Leadership contributes an XP to the team total:

    "Team gets 8 XP. Team gets 1 Leadership XP."

    All XP is still being generated the same way, but it's going into a pool that gets divided up at the end of the Turn.

    The only personal XP that's still in the system is Roleplaying XP rewards.

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     Post Posted: Fri Jun 08, 2012 8:20 am 
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    MarbitChow wrote:
    Werebiscuit wrote:
    I see under the new rules Tod still gets a minor personal xp stream from leadership.

    No, Tod's Leadership contributes an XP to the team total:

    "Team gets 8 XP. Team gets 1 Leadership XP."

    All XP is still being generated the same way, but it's going into a pool that gets divided up at the end of the Turn.

    The only personal XP that's still in the system is Roleplaying XP rewards.



    My bad.... :oops:

    Does Triage's healing also count ?

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     Post Posted: Fri Jun 08, 2012 9:37 am 
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    Yes, Triage's healing counts, although I forgot to add it into the last report. I'm probably going to revise the Healmancy special, though.

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