Reposted from the Decipher board
The Problem with Advancements--And a Proposed Solution
The Experience and Advancements system is one of the most troublesome aspects of the LotR game, an opinion held by myself and shared by many others. For starters, the experience points guidelines are far too generous. Following them by the book typically yielded an Advancement every session for players in my campaign! Too, the concept of "levels" is a dated one that imposes artificial and unrealistic constraints on character development that don't stand up to much critical scrutiny. Why should I have to wait until I accumulate 1000 XP for a sudden advancement binge? Next, the cost for advancements is the same whether you're a novice with lots to learn, or a master who is so advanced that further improvement is a rare event. Shouldn't it be more difficult to advance the more accomplished you become? Also, Attributes don't count for anything under the current system; a dullard advances just as quickly as a wizard. Finally, there's too much bookkeeping involved, especially in keeping track of skills tests and their TN levels. These are the systems major problems in a nutshell; others probably exist.
What follows is my attempt to provide an alternative system designed to eliminate or lessen these objections. My system uses the concept of Improvement Checks seen in other game systems, yet also retains the concept of purchasing advancements for those character elements that are harder to manage with Improvement Checks, namely Edges, Order Abilities, Health and New Orders. Overall bookkeeping is reduced since one no longer has to tally XP for each and every test one completes. Instead one merely makes a note of all the Challenging (or better) tests completed during the session, and the degree of success for each.
I have not playtested the system yet, but will begin doing so this week. I have no illusions that the rules are ready for prime time. I just thought I'd offer it up now for constructive criticism, so your feedback is appreciated.
LEVEL-LESS ADVANCEMENT RULES
Skills (Order, Non-Order, and Racial)
Characters do not earn experience points for successful tests. Instead, a player may roll 2d6 to make an Improvement Check for each skill which he used successfully at the Challenging difficulty (TN 15) level or greater. Any number of skills can be checked in this manner, but each skill can be checked only once per session. A skill can only be improved once per chapter. There is no distinction made between Order Skills and Non-Order skills; Non-Order skills will be harder to improve by virtue of the fact that players will be starting with few to no ranks in them, thus completing a Challenging test will be more difficult from the outset. Untrained skills can be developed as other skills. Trained skills follow the same restrictions outlined on CB, p 117.
The Improvement Check's TN is equal to the character's current number of ranks in the skill (up to a maximum of 12). If the modified Improvement roll is greater than the current skill rank, the skill is increased by one rank. The roll is modified by degree of success as follows:
Marginal Success: -1
Complete Success: 0
Superior Success: +1
Extraordinary Success: +2
Courage can not be used to modify Improvement Checks.
Example: During the session, Finglas of Mirkwood successfully uses his Ranged Combat: Bow (Shortbow) 10, Climb 3, Track 7, and Observe (Spot) 8 skills. He has an Extraordinary Success with his bow (rolled 27 vs TN 15), Climbed a tree (rolled 12 on TN 10), was Completely Successful tracking some Orcs under Difficult conditions (rolled 24 vs TN 20), and Spotted an ambush that was Virtually Impossible to detect (rolled 25 vs TN 25).
Finglas earns improvement checks in Bow, Track and Observe, but not Climb, since the difficulty level was Routine. He rolls 2d6 for each of the three skills, modifies the roll for his level of success, and compares the result to his current rank:
Ranged Combat: Bow (Short bow) 10: Rolls 4 + 2 (Extraordinary Success bonus) = 6. Finglas does not increase his bow this session, but he's eligible for another try next session.
Track (Orcs) 7: Rolls 8 + 0 (Complete Success bonus). Finglas increases his Track by one rank and will not be eligible for another Improvement Check until next chapter.
Observe (Spot) 8: Rolls 9 - 1 (Marginal Success bonus) = 8. Finglas' roll does not exceed his current Observe ranks, so he does not improve. However, he is eligible to check again next session, assuming he successfully uses the skill at the Challenging level or higher.
Specialties
Specialties are picked up by scoring a Complete Success or better on a Challenging (TN 15) task or better with the proposed specialty.
Example: Finglas is gifted with a fine longbow from his friends in Lothlorien. During the session, he encounters a cave troll (modified TN of 16). He rolls 6 + 10 (Ranged Combat ranks) , +2 (NIM modifier) = 18. Finglas gains the Longbow specialty!
Specialties cannot be picked up without actually having practical experience with them. In the above example, Finglas needs a longbow to earn the specialty. A Loremaster cannot simply declare a new language specialty without first studying a book or spending time among native speakers of the tongue in question.
Edges
Edges are purchased at the cost of 400 Experience points. Edges should not be picked arbitrarily, but should be inspired by actual game events.
Renown
Renown is awarded by the Narrator based on game events, as per Table 11.3, CB, p. 280.
Reactions
Reactions are increased using Improvement Checks, much like skills. Roll 2d6: If the result is greater than the character's current reaction score, the reaction is increased by one point. Non-favoured reactions suffer a -3 to the Improvement roll. A character is eligible for an Improvement Check if he successfully completes a Challenging (TN 15) Reaction Test or better. Furthermore, the Narrator may rule that a character is only eligible for the Improvement check if his use of the reaction is instrumental to the accomplishment of the current Chapter Objectives. In this case, subtract 1 from the roll if the use of the reaction is key to the accomplishment of a Secondary Objective only. A -2 penalty is imposed if the reaction's use only accomplishes a Scene Goal. Unlike skills, which can be checked for once per session, reactions may only be checked once per chapter, at the end of the chapter. If following the Three Act Model (CB, p 268), the Narrator may limit reaction improvements to one point per Act.
Order Abilities
Order abilities may be purchased for 600 experience points.
Courage
Courage are also increased using Improvement Checks. Roll 2d6: If the result is greater than the character's current Courage score, Courage is increased by one point. However, a character is only eligible for the Improvement check if his use of Courage is instrumental to the accomplishment of the current Chapter Objectives. Subtract 1 from the roll if the use of Courage is key to the accomplishment of only the Secondary Objective. A -2 penalty is imposed if the use of Courage only accomplished a Scene Goal. Courage may only be increased once per chapter. Unlike skills, which can be checked for once per session, Courage may only be checked once per chapter, at the end of the chapter. If following the Three Act Model (CB, p 268), the Narrator may allow only one Courage increase per Act.
Attributes
Attributes also use Improvement Checks for advancement. Roll 2d6: If the result is greater than the character's current ATT score, the attribute is increased by one point. Non-favoured attributes suffer a -3 to the Improvement roll. A character is only eligible for an Improvement Check if; 1) he successfully completes a Challenging (TN 15) Attribute Test or better, and 2) the use of the attribute is instrumental to the accomplishment of the current Chapter Objectives. Subtract 1 from the Improvement roll if the use of the attribute is key to the accomplishment of a Secondary Objective only. A -2 penalty is imposed if the attribute's use only accomplishes a Scene Goal. Attributes may only be checked once per chapter, at the end of the chapter. If following the Three Act Model (CB, p 268), the Narrator may allow only one attribute increase per Act.
Health
Additional Health may be purchased for 1000 experience points per point.
New Order
A new Order may be purchased for 1000 experience points. A character must accumulate a total of 6000 experience points in a single Order before joining any other Orders.
Experience Awards
Under the level-less advancement system, experience points are no longer awarded for successful tests. However, points are awarded for fulfilling Story Objectives as described on CB p. 278, with the following modifications:
The Primary Objective: 200 XP
The Secondary Objective: 100 XP
Scene Goals: 50 XP
Exceptional Roleplaying: 25-100 XP per session
Noteworthy Accomplishments: 50-200 XP per session
Journal Keeping: 100 XP per session
Points are used to purchase Edges, Order Abilities, Health and New Orders. Such improvements should be chosen based on game events.
My next Experience-related project is to work out an Improvement by Study system.
The XP system our group uses...
This has been a very interesting topic, with good suggestions and ideas.
Our group os going to start a LotR adventure soon, and will have the honours of narrating :D
We all got together and had a look at the rules and all and we decided that the XP system was not of our liking. (it is good enough but we had other things in mind)
Basically we are going to use something more akin to vampire/werewolf XP system. So this is how we worked it out.
Basically you get 5 points for every advancement (1000XPs) so we decided that roughly 1 point costs 200 XPs. So instead of awarding XPs we award what we call advancement points.
Now, before I go on on how they are awarded and what are the benefits of this system, I would like to point out something.
For every advancement we get to spent 5 points in increasing skills known, acquirenew skills, edges, order abilities, stats, health, acquire new order, etc.
So it seems that say compared to a D20 system you have to get something like 5 advancements to get the benefits of 1 level. Of course a direct comparison is no good since they are fundamentally different systems (sklil-based Vs level-based), but anyaway.
So in my most humble opinion I think 1 advancement per session is actually a good guidline for an average award, and I stress the word guidline (not rule).
Now when you award points instead of XPs we face the difficulty of not being able to divide them in smaller parts, i.e. you either get one or not. But this drawback I think is balanced by the fact that the characters grow in a more organic way. They do not need to wait to accumulate 1000XPs to improve a skill, they do it as soon as the get enough points. I think for us this represent, for example, one character (let's give him a name shall we...) call him Durandir, has in a gaming session used his stealth skill quite a lot, so he feels he got a lot of practise to justufy increasing the skill and so if he has enough points he does. He doesn't need to accumulate 1000XPs for doing that now, does he?
Now if they need to increase a more 'expensive' feature or eg get a new order they need more points. That for us would represent that Durandir would need to learn more stuff through his career and practise more and practise different skills in order to be adequately training to join a different order.
Now on to how experience is awarded. We prefer to take a more realistic time of view here. Meaning that one gets experience by learning and honing his skills. So what determines how much experience Durandir player will get one has to ask the following questions.
- What has Durandir learned (as a character) during the session?
examples may include: learning that trolls are tough and dangerous in combat, is not wise to be ruse to kings and lords, what cunning and subletly can achieve force cannot at certain times, learned information about forgotten lore, etc.
- What has Duarandir's player learned during the session?
examples: good role play makes a abetter session, he learned to think more like what his character would or shouls, etc.
Of course then there are things as well like good role playing, keeping notes or agood diary, heroic actions, etc.
Of course the narrator that the last word on how the points are spent. Obviously if Durandir in the whole session the only thing he did was hacking and slashing he only gets to increase combat related skills and so on.
I do not know if anyone has used anything similar but it dies siuts our group just fine. Even you don't get a full worth of 1000XPs advancement points (i.e. 5) by the end of the session you get to boost a couple of skill and watch your character grow. So you always have something to look forward to after every session.