Experience

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As characters progress through the game, they accumulate experience points which they can use to purchase ability upgrades, life points, spells, and combat bonuses etc..


Experience Awards

At the beginning of the session (or the campaign), the GM should decide how fast the characters will increase in ability. The levels of increase (from slowest to fastest) are: Bronze, Silver and Gold. Each participant should receive the same level of XP at the end of each session. Penalties can be assessed to players for leaving the game early, not paying attention, etc.

At the end of the session, the GM awards each player a certain number of dice based on the level. The player then rolls the dice and totals the roll to determine how many experience points were earned during the session.

Bronze: 1d +2 XP (3-9 XP)

Silver: 2d +3 XP (5-15 XP)

Gold: 3d +4 XP (7-22 XP)

The numbers given represent the minimum XP that should be awarded. XP can either be spent or saved. The GM should indicate when the players can spend XP (at the beginning or end of the session).

Character Upgrades Cost

  • Primary and Secondary attributes as well as Special Abilities and Combat Maneuvers cost 5 XP x score for every point upgraded from a score of 0 and up. To raise a negative score costs 5 XP per point until 0 is reached.

Examples: Upgrading from a Brute score of 2 to 3 would cost 15 XP (3 x 5). Upgrading from a score of -2 to -1 would cost 5 XP and then -1 to a score of 0 would cost another 5 XP.

  • Luck has a cost of 1 XP for 3 points.
  • All other upgrades cost 3 XP per point.
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