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D&D
HG

 
Experience points have been tallied for all, however I don't have them
with me so I'm not going to mail them out to people now.
 
I'll mail them to people individually unless the majority of people tell
me its ok just to send them all to the group. (which would be easier)
 
Experience totals were a little lower than I expected, mainly due to the
fact that people have been travelling in the middle of nowhere for so
long! However experience gained for killing and beating things was
higher than anticipated.
 
The broad areas that get you experience are listed below:
 
- killing/beating/subduing enemies
- doing cool and funky things
- playing in character (as differentiated from your real self! :) )
- having cool ideas/plans
- casting spells
- pulling off tough maneouvers
- surviving situations of tension and conflict. i.e. combat, being put to the test, etc.
 
The system I have devised is similar to that described in the MERP book, with
certain things taken out, modified, or generalised, and a few things emphasized a
bit more - see above. However people should gain experience at the same rate
as they would using the book system.
 
The range of total exp after session 9 is approximately 300 - 6000, taking out
characters currently inactive (i.e. Lotho), that becomes around 1000 - 6000
with most people around 3000 - 4000.
 
Remember though that these numbers are biased by the fact not everyone
turned up to the same number of sessions. People from the current party
seemed to pick up from about 400-700 per session with most people in the
middle, so there's not much in it.
 
Just as an observation, the party appears to be very gung-ho and combatitive,
this is not a good or a bad thing but it does mean that the characters will appear
in far more combat situations - which may suit some characters and not others.
eg. Warriors are going to love this, whereas animists, mages etc. may not for
example. I said from the start that the agility stat is too powerful in MERP, however
to a large extent the actions which the group takes add value to certain skills/stats
and devalue others.
 
For example 'Missile weapons' has suffered from inflation because the PCs
constantly get in fights! (as has other agility related skills) At the same time other
skills become deflated. Just a thought...
 
 


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