6/7/2023 0 Comments Empire xp gameI've gotten as far as coding it so I can generate my own PDFs. My goal is to convert each Talent to be something reflected in the stats or directly on the dice pool. I've been working on my "Simplified No-Talent" version of the game for friends who can't learn the rules, nor keep track of Talents. I find it more fun to run a one-shot with badasses, which requires quite a bit of XP. This means 25-50XP.įor other one-shots, it depends. a oneshot that's designed for beginners to the system)įor beginners, enough XP to flesh out a couple of skills, give easy Talents like Quick Draw, Grit, or Toughness and give them something cool, like a Force power, Lethal Blows, or Scathing Tirade. not gonna lie.īeyond character creation, how much XP should a GM give characters in a one-shot adventure? (i.e. a 500xp oneshot would be hilarious to run, though, with the right group. I'll also build the one-shot to create obvious use chances. So just having a handful of options should make it feel like it's good. (apparently, the other friend said that the last group the new player was with was full of pose-hard sophist activists who were using the game to flaunt their 'social intelligence' or whatever. ![]() I think that's a lot more manageable for someone who hasn't had a GOOD ttrpg group to play with yet. So having 2-3 mechanics driven active abilities (the talents) would put it to 4-5 options total (2-3 of which are situational and single-ish use) The non-creative base moves are move and attack (heroes will probably only have 2 weapons). sure, you could try to start a bar brawl and get everyone else involved, that's going to be a hard check, though. I'll have to be a lot more lenient on what can/can't This system is way more reliant on creativity than other systems I've played. I think 2-3 special active abilities is manageable for most new players. ![]() I'm probably going to go base creation then 100xp for abilities and perks.
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