New EP System?

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Ndreare
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New EP System?

Post by Ndreare »

The current EP system will need some adjustments if we are moving to SWADE. Namely the bonus XP (I love) will have to be going the way of the dodo, or we can chose to keep an XP system.
Venatus Vinco wrote: Sat Dec 03, 2016 1:09 pm Quarters

We divide the calendar into four periods per year: January 1 - March 31 / April 1 - June 30 / July 1 - September 30 /October 1 - December 31. For Savage purposes the end of each quarter is when experience (XP) is awarded, Bennies are reset, and post rates are calculated.

Experience Awards. Each quarter, the GM determines whether everyone earned 1 to 3 Experience Points. Total experience points are awarded to players at the end of each quarter.
  • The group accomplished little, 1 Point.
  • The group had more successes than failures, 2 Points.
  • The group succeeded greatly, and their adventure had a significant impact on the overall story, 3 points.
  • This means players should earn 1-3 experience points per quarter, in addition to any bonuses listed below.
Bennies Reset. That’s right reset - even GM awarded bennies. Everyone goes back to 3 bennies. Use ‘em or lose ‘em. No hoarding.

Player Reward System. At the end of each quarter we also calculate post rates to ensure players are keeping up with the site minimum. This is a simple calculation that takes the number of player posts in the quad divided by 10 weeks (yes we know quarters usually have 12 weeks. This gives you a little wiggle room). There’s even a little extra juice for you if you exceed the minimum.
  • 0.99 or lower = Failure! Up your game.
    1.0 post rate = Success! You met the target number.
    1.01-1.49 post rate = Success with a raise! Receive 1 EP + 1 XP
    1.5 - 1.99 post rate = Success with two raises! Receive 2 EP + 2 XP
    2.00+ post rate = Holy crap! Receive 3 EP +2 XP and a bonus benny for the quarter.

Personally I would like to see it maintained, but a conversation needs to happen.

I am not adding a poll as this needs be more of a conversation first.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: New EP System?

Post by Pursuit »

Personally, I’d be happy to see XP go away (though I have certaibly benefited from the bonus system myself a time or two).
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Lost Colony GM Bennies: 7/6

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Ndreare
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Re: New EP System?

Post by Ndreare »

In my home games I have eliminated individual XP about 20 years ago. I do not like it at all, but I like seeing rewards.

In the 99 I just made a compromise and moved everyone up to a minimum of 30 earned XP, because the ridiculousness of two characters at 46 earned XP and one with 10 earned XP.

I like the idea of handing out minor little bumps, but I do not like the lop sided nature of some games.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Venatus Vinco
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Re: New EP System?

Post by Venatus Vinco »

Hello,

I would be open to a broader re-imagining of EP.

SWADE not only does way with XP but also makes bennys do a lot of EP functions. What do we want out meta currency to do?

VV
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Re: New EP System?

Post by Freemage »

Honestly, I don't know that we need to expand EP options any further at this time, even with a move over to standard XP and the new bennies system. Since we already allow EP to buy bennies, the fact that bennies now have expanded uses means that EP does, too.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: New EP System?

Post by Tribe of One »

Yeah. I'm in favor of going with SWADE's simplified advancement system (1 advance each quarter, barring a real failure to post). EP can stay as-is, or be tweaked.
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Re: New EP System?

Post by Ndreare »

I think reducing the Extra Power Point options off the table as they are now a function of bennies or at least bring it down to match benneis so 1 EP is 5 PPE.


For that matter I would like to see most of the EP options go away being replaced by 1 to 1 with bennies.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: New EP System?

Post by Roderick Wolfram »

For those of us without SWADE, please actually detail the changes so we can understand the context. Thanks!
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Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

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Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
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Ndreare
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Re: New EP System?

Post by Ndreare »

Roderick Wolfram wrote: Mon Dec 10, 2018 3:41 pm For those of us without SWADE, please actually detail the changes so we can understand the context. Thanks!
The two biggest changes are:
  1. They no longer use XP. Instead Advances are awarded whenever the GM feels like it. (For us that would be at the beginning of the quarter.
  2. Bennies can now be used to gain 5 Power Points.

If you get the chance, buy it once it is on drivethrurpg.com
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: New EP System?

Post by Pursuit »

@RFT What (other than the power points) do you want to see removed from the EP menu?
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: New EP System?

Post by Ndreare »

Pursuit wrote: Tue Dec 11, 2018 6:56 am @RFT What (other than the power points) do you want to see removed from the EP menu?
I have been advocating Twist of Fate reduced to +2 and Ace reduced to 1/2 die for about a year. But people get real violent over that one so I consider it a lost argument. (Although Ironically i just used twist of fate for the first time and still failed.)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: New EP System?

Post by Pursuit »

RFT wrote: Tue Dec 11, 2018 10:11 am
Pursuit wrote: Tue Dec 11, 2018 6:56 am @RFT What (other than the power points) do you want to see removed from the EP menu?
I have been advocating Twist of Fate reduced to +2 and Ace reduced to 1/2 die for about a year. But people get real violent over that one so I consider it a lost argument. (Although Ironically i just used twist of fate for the first time and still failed.)
Aha. Yeah, I don’t think upgrading to SWADE really affects either of those. :)
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: New EP System?

Post by Freemage »

It should be noted that Rob's proposal is actually making EP BETTER than the current system for buying lots of PPE at once. Currently, if I want to regain 20 PPE in one round, I have to drop 7 EP. Under Rob's suggestion, it would cost 4 EP to buy 4 Bennies, each of which is then spent for 5 PPE each.

Seems pretty straightforward to just state clearly, "1 EP = 5 PPE" and be done with it.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: New EP System?

Post by Koshnek »

For PbP, I prefer SWADE's system.

If you make your 1.0 post rate for the quarter, you get an advance.
The system was already designed to allow for an advance per Quarter anyhow. A 1.5 post rate gives you +2 xp, and then up to I believe up to 3 XP from end of quarter. GMs usually post at least one interlude which can get you an extra XP, too.

This greatly simplifies the process. If you make your 1.0, you get an advance. I think for PbP, that is great.

Maybe instead of 1 PP = 5 EP, maybe make 1 EP = 6 or 7 EP? Or just drop it altogether. There's no reason to spend EP on PP when you can just buy a Benny.
IZ3 GM Bennies 5/5
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Venatus Vinco
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Re: New EP System?

Post by Venatus Vinco »

Since Bennies do more in SWADE should they cost more?

I.e. eliminate a lot of EP stuff in favour of just "buying" bennies but have bennies cost 2-5 EP instead?

Not advocating this but the new Bennie abilities look like they borrowed heavily from the EP system :)

VV
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Venatus Vinco
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Re: New EP System?

Post by Venatus Vinco »

SWADE Bennies
  • Reroll a Trait Test
  • Recover from Shaken
  • Soak roll
  • Draw a New Action card (new)
  • Reroll damage (new to Core, not new for Rifts)
  • Regain Power Points (new)
  • Influence the Story (new)
Remove wrote:Driving on Empty
Sometimes you need just 1 more power points to get the job done. These rewards allow for emergency recovery of some power points, of course you cannot exceed your normal maximum.
(1 EP) Recover 5 PP
(3 EP) Recover 10 PP
(5 EP) Recover 15 PP
(7 EP) Recover 20 PP
Edits? wrote: Well Fudge
Sometimes bennies, extra effort, and all that just leaves you out to dry. For those times when you just have to succeed, these rewards give you one more kick at the can.
(1 EP) Have I Got a Backstory for You: At character creation, your character may make his allotted Hero’s Journey rolls on any table or combination of tables of his choosing (except on tables specifically prohibited by his Iconic Framework, if any). He does not gain extra rolls by purchase of this option. (new, Q4 2018)
(1 EP) Purchase 1 additional Benny for any character (increase cost?)
(1 EP) Roll d54 for a random Adventure Card - Card List (hasn't really come into play)
(1 EP) Twist of Fate: To add +4 to any Trait or Skill Roll (must be declared before rolling)
(2 EP) Fate's Chosen: Add the value of your Trait die to a Trait or Skill roll (must be declared before rolling)
(eliminate? EE does the job here honestly)
(5 EP) Choose any Adventure card from the deck not already in use (hasn't really come into play)
(5 EP) Deus Ex Machina: Retroactively Spend a Benny to reroll a critical failure.
(3 EP) Blow on the Dice: Move up or down any d20 table roll; +/- 1
(5 EP) Shake the Table: Move up or down any d20 table roll; +/- 2
(7 EP) Pound the Table: Move up or down any d20 table roll; +/-3
(10 EP) Flip the Table: Move up or down any d20 table roll; +/- 4
(4 EP) Blow on the Dice: Move up or down any d12 table roll; +/- 1
(6 EP) Shake the Table: Move up or down any d12 table roll; +/- 2
(8 EP) Pound the Table: Move up or down any d12 table roll; +/-3
(11 EP) Flip the Table: Move up or down any d12 table roll; +/- 4
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Koshnek
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Re: New EP System?

Post by Koshnek »

Instead of removing the PP thing, how about leaving it as is and increasing the cost of a Benny to 2 PP.

1 EP = 05 PP (2 EP if you bought a Benny)
3 EP = 10 PP (4 EP if you bought Bennies)
5 EP = 15 PP (6 EP if you bought Bennies)
7 EP = 20 PP (8 EP if you bought Bennies)

Bennies are a little more expensive, but still quite affordable. And with the increase to the number of things each one can do, they're worth more!

And, as PP is so valuable, this option is a slight discount over straight buying a Benny without actually making any changes to the list.
IZ3 GM Bennies 5/5
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