exp_and_bennies
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exp_and_bennies [2016/10/27 13:54] – dave | exp_and_bennies [2018/03/04 13:23] (current) – external edit 127.0.0.1 | ||
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- | I'm intending on focusing on prepared adventures rather than sand boxing this time around. | + | Page is moot |
- | Example, if you have to choose between chasing bad guys and saving civilians, you get a Bennie for saving the civilian. | + | See: House Rules |
- | I think they should be prearranged, | + | |
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- | For XP, it should be on a standard scale: | + | |
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- | 1 XP, you show, mission fails | + | |
- | 2XP, you show, mission succeeds | + | |
- | 3XP, you show, mission succeeds, special bonus victory condition met (must be set up by GM ahead of time, or it becomes 3 always). | + | |
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- | Maybe we don't do Bennies into XP, use it or lose it, but you can use Bennies to let your NPCs soak wounds? | + | |
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- | //I'm not a big fan of bennies to XP because I believe bennies are there to make the game more fun by giving players a way to take control of the story in their own small way. If bennies turn into XP, there is much more of an incentive to hoard them. // | + | |
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- | Agreed--simply use them or lose them on bennies. | + |
exp_and_bennies.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1