XP is also awarded at the group level and ideally split among players. Winning an engagement grants XP equal to the enemy’s BODY ×5 and the total tonnage of defeated vehicles/’Mechs. Objectives also provide XP: 1-10 for simple tasks, 20-100 for major subtasks, and 100-500 for the overall mission. There’s also XP for roleplaying with NPCs, seemingly as a reward for avoiding conflict (e.g., talking down drunken thugs), which thankfully isn’t just “XP for roleplaying.”
Tracking skill-use XP feels like a DM nightmare. If I used this system, I’d put the responsibility on players—if they’re racking up skill checks, they can track their own XP. But I know they’d forget, it would fall apart, and I’d end up wanting a different skill system. I don’t hate it, but the bookkeeping worries me.
XP converts into CP at 10 XP per 1 CP and can boost attributes (despite character creation saying they couldn't be raised, only lowered by injury), improve skills, buy Shadowrun-style contacts, and even purchase noble titles. XP can also be spent to modify rolls—before rolling, you can spend 50 XP per +1 (max +5) to boost your own or an ally’s roll or penalize an enemy’s. I initially hated this, but now I'm not so sure. XP as a meta-currency to modify rolls... I don't know.
The XP system put me off at first, but I’m willing to give it a shot and see how it plays.
The game uses Experience Classes (levels) based on the total XP earned by all team members across their careers. These ranks apply to the group as a whole, starting at GRN and advancing to REG at 3,001 XP, VET at 15,001 XP, and EL at 100,000 XP. Every time the team reaches a new tier, they gain a free attribute boost and two skill bumps.
For every additional 100,000 XP beyond EL, the team levels up again, presumably becoming Elite+ and continuing to improve.
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