|
Post by zombietots on Aug 31, 2020 13:44:43 GMT -8
Just want to be sure I got this right. Running my first game this weekend of "Muddy Mayhem". So for example a group of six PCs fight the Garnock and live, do I split the XP between them later or is it 125 XP each?
|
|
Abe
New Member
Posts: 48
|
Post by Abe on Sept 1, 2020 9:32:41 GMT -8
The HUBs text doesn't mention splitting it, it just lumps all EF gain together. Experience factors (EFs) are gained by totaling an adventure party’s experience factors of foes defeated, killed or captured; 10% of every silver piece of market value of relics and treasure taken through adventuresome exploits (as opposed to commerce, trading water, etc.); plus GM issued rewards of factors for individual bravery, clever use of skills and relics, mutations and implants in creative ways, etc A GM can hand out EFs in d20 or d100 units at any time to an individual character if he or she thinks the character deserving.Personally speaking, giving them all the total EFs makes them progress really quick when they went through the Mall of Doom they went from level 2 to 9 after finding a grenade and room filled with sleeping moaners, and so I had a bunch of extra work adapting the difficulty to keep it fun. Options to slow down EF gain. - Splitting the total earned EFs between the party, everyone levels up at the same time.
- Point buy, after each level up PC's total EF reset to 0 on after each level up.
- Players only earn EFs from enemies they've hit, this is more work and can mean strong fighters progress faster than non-combat characters, though this can be offset with d10/d20/d100 EF rolls for using skills like medic, lock picking and the like.
Personally I use the last two (option 2 only after they hit level 7) but I'm leaning into the whole survival in a savage wasteland thing.
|
|
|
Post by zombietots on Sept 1, 2020 14:21:22 GMT -8
Thanks for the suggestions. I will test each of them out and we will decide which one best suits our group.
|
|
|
Post by aardvark892 on Sept 7, 2020 9:00:13 GMT -8
You'll probably find quickly like I did that leveling up is a pretty big advancement in TME. That's not a bad thing... this game is way deadlier than most RPG's. Don't be afraid to let them advance quickly; there's more than enough in the wasteland to challenge even the highest level character.
Besides, the more powerful they are the quicker you can throw the REALLY monstrous stuff at them!
Tim
|
|
|
Post by zombietots on Sept 8, 2020 4:28:05 GMT -8
We decided to take the total and divide it by the PCs after the fight. Silver EF will be divided by the PCs alive when they reach a safe place to buy and sell the loot gained. That sound about right? That's the way I kinda thought it read.
|
|
Abe
New Member
Posts: 48
|
Post by Abe on Sept 8, 2020 13:41:12 GMT -8
According to the rules EF gain should be done at the end of the day when the characters rest (but obviously what works for your group matters more) but that should work nicely, might be worth making it so only silver EF they earn is what they manage to sell, since they'll no doubt keep some of the fancy stuff for themselves anyway.
|
|
|
Post by aardvark892 on Sept 13, 2020 9:35:36 GMT -8
Hey Zombietots, how did it work out? Any juicy after action reports? Is your group happy with what you decided? Love to hear your experience with it!
|
|
|
Post by timberriault on Sept 22, 2020 16:06:01 GMT -8
Same. EF is something I've been looking to modify in my own games.
|
|
|
Post by zombietots on Sept 25, 2020 4:43:48 GMT -8
Spoiler Alert. They have left Soggy Hearth and started up the North Arm. They saw the boat with dead Skullocks and avoided that like the plague. They later bumped into another Garnock at the river ruins and quickly poled away. Got hit with the blood flyers (They are really getting annoyed by Blood Flyer), met Grumpus and lost a party member as he was pulled under and death rolled. Skullock snipers head shot another and the rest have made it to the entrance (where we stopped for the night). Xp was given at the end of the session and END was increased along with SV, but I'm confused on the skill points and when to let them increase skills. (also, I'm a huge Elvis fan, so this next part was really awesome for me to read about. I listen to Elvis on Sirius XM all the time). End of Session was the preferred choice.
|
|
Abe
New Member
Posts: 48
|
Post by Abe on Sept 26, 2020 2:38:48 GMT -8
What's tripping you up on the skills, is it just when?
I do skills increases when we do the level up at sessions end, my players had real trouble with the idea that they couldn't just increase any skill they wanted.
|
|
|
Post by zombietots on Sept 27, 2020 12:03:11 GMT -8
+d4 for skill points to spread around, or all to one skill? And it only goes to skills used or the newly acquired. What if I rolled a 4, but only used 2 skills can I spread the 4 points among them, only use 2 and save 2, or do I use 2 and lose the rest?
|
|
Abe
New Member
Posts: 48
|
Post by Abe on Sept 28, 2020 10:57:40 GMT -8
+d4 for skill points to spread around, or all to one skill? The hub rules doesn't say you need to spend it on one skill. So you can spread it around or dump them all on one skill. -Though I personally I've implements an staggered cost if they want more than one point in a skill per level*
And it only goes to skills used or the newly acquired? Has to be used on a skill used on that level up. Though not all skills can be gained through a level up alone.
Possible new skills if used, even unsuccessfully Climbing - Dodge - Gambler - Grapple - Riding - Stealth - Tracking - Brawling (see Unarmed Combat) - Weapons Expert
Skills that need an existing point before level up. Disguise Artist - Driver - Erotic Arts - Forgery - Gun Slinger - Gunsmith - Junk Crafter - Knife Fighter - Knife Thrower - Lying - Medic - Navigate by Stars - Negotiating - Pick Locks - Pick Pocket - Pilot - Relic Knowledge - Sniper - Tech, Bio - Tech, Chemical - Tech, Computer - Tech, Electrical - Tech, Mechanical -Tech, Robotics - Tracking - Martial artist (see Unarmed Combat) - Wilderness - Survival
*One player got a single hit with a gun then got 8 skill points and put them all in weapon expert: Shotgun, this meant their Shotgun attack was base SV +50, Shotgun+ 20 +WE+ 20 So basically they could only miss if they rolled 1-10. So as an example if one of my players wants +3 in one skill in a single level up they'll need to spend 6 points. Though I do award skill points for amazing plays, super lucky shots, and the like.
|
|
|
Post by aardvark892 on Jan 2, 2021 12:12:03 GMT -8
Very thorough post, Abe! Thank you! Don't forget, though that the base chance to hit, no matter how high, is always modified by the opponents DV. So even if your shotgun guy only has to roll a 90 or less to hit, a monster with even a moderate DV like -30 is going to make it tougher. And if he's getting cocky with his high skill level, you can always "mutate" any monster to have an incredible DV... extra armor, mental powers, etc. It's one of the true great strengths of the TME game mechanic.
|
|