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[+]Training and Reward, not Assumed Advancement
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<blockquote data-quote="doctorbadwolf" data-source="post: 9243866" data-attributes="member: 6704184"><p>As the title says, I want to talk about training and reward as alternative to assumed advancement.</p><p></p><p>This is a [+] thread because I don’t want clutter of like arguing about things that are super tangential to the point, and if you disagree with what I’m proposing, all I expect is that you do so without disrespect. </p><p></p><p>So, what is assumed advancement? </p><p>It is a model of character growth where the player knows that the PC will grow in power at XYZ rate, and that said growth will be either preset (as in class systems) or up to the player without necessarily referencing the fiction (as in fully point buy systems. </p><p></p><p>Training and reward based advancement instead says, if you want to get better at boxing, go use your boxing skills out in the world or spend some serious time training with a coach, or both. </p><p></p><p>There are also hybrid systems, of course. In Crossroads (my game) you do gain XP that you can spend on skills and traits, and you do gain levels that give you more Atrivute Points to spend on activating abilities and pushing failed checks into successes, and recovering from injury and stress. </p><p></p><p>But you can only gain advanced tiers in skills by training or learning by using the skills. So you can only go past 3 ranks to hit Journeyman tier with training or experience. </p><p></p><p>So, any thoughts on this sort of dynamic? </p><p></p><p>In D&D terms it would be like Expertise and feats beyond level 1 required the training to actually happen in game (even if it is just some downtime).</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9243866, member: 6704184"] As the title says, I want to talk about training and reward as alternative to assumed advancement. This is a [+] thread because I don’t want clutter of like arguing about things that are super tangential to the point, and if you disagree with what I’m proposing, all I expect is that you do so without disrespect. So, what is assumed advancement? It is a model of character growth where the player knows that the PC will grow in power at XYZ rate, and that said growth will be either preset (as in class systems) or up to the player without necessarily referencing the fiction (as in fully point buy systems. Training and reward based advancement instead says, if you want to get better at boxing, go use your boxing skills out in the world or spend some serious time training with a coach, or both. There are also hybrid systems, of course. In Crossroads (my game) you do gain XP that you can spend on skills and traits, and you do gain levels that give you more Atrivute Points to spend on activating abilities and pushing failed checks into successes, and recovering from injury and stress. But you can only gain advanced tiers in skills by training or learning by using the skills. So you can only go past 3 ranks to hit Journeyman tier with training or experience. So, any thoughts on this sort of dynamic? In D&D terms it would be like Expertise and feats beyond level 1 required the training to actually happen in game (even if it is just some downtime). [/QUOTE]
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[+]Training and Reward, not Assumed Advancement
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