Chimera245
2019-10-13, 06:24 PM
I'm making a Powered by the Apocalypse hack, and have devised a system for awarding XP that I'd like input on.
It's based on the idea of the Five-Man Band. Each member of a group has a particular dynamic with the rest, filling one of five broad roles.
The Leader leads.
The Lancer contrasts leader in some major way.
The Big Guy is tough and powerful.
The Smart Guy is the planner.
The Heart keeps the team together.
If you want more, go look it up on Tvtropes.
My idea is assigning each PC one of those roles, and having XP be awarded based on living up to your role.
The Leader- When the party completes a quest, the other members besides the Leader gain XP.
The Lancer- When you succeed when the Leader fails/fill a gap in the Leader's plan/react to something the Leader didn't forsee/etc. The other party members gain XP. (I need to fine-tune this one the most.)
The Big Guy- When you single-handedly defeat an enemy or solve a problem with a single show of power in one roll, the other party members gain XP.
The Smart Guy- When you propose a plan or course of action, any other party member who acts on it gains XP.
The Heart- When you solve a problem between party members, the other members involved gain XP. At the end of each session, the lowest level party member(s) gain XP.
Then I prepared a few extra roles in case of more-than-five player games, or players like that one guy who can't make it to every session.
The Sixth Ranger- Whenever you are granted XP by another role's move, that party member also gains XP themselves, if applicable.
The Mentor- At the end of each session, all other party members gain XP.
The Tagalong- Whenever you are saved from danger, the party member who saved you gains XP. Whenever you aid or assist another party member, that party member gains XP.
Whenever a player joins or leaves, or whenever everyone feels the dynamic between the party has changed significantly, roles are re-assigned.
Does this system sound like it works? Are there any major or minor flaws you guys see that I don't?
It's based on the idea of the Five-Man Band. Each member of a group has a particular dynamic with the rest, filling one of five broad roles.
The Leader leads.
The Lancer contrasts leader in some major way.
The Big Guy is tough and powerful.
The Smart Guy is the planner.
The Heart keeps the team together.
If you want more, go look it up on Tvtropes.
My idea is assigning each PC one of those roles, and having XP be awarded based on living up to your role.
The Leader- When the party completes a quest, the other members besides the Leader gain XP.
The Lancer- When you succeed when the Leader fails/fill a gap in the Leader's plan/react to something the Leader didn't forsee/etc. The other party members gain XP. (I need to fine-tune this one the most.)
The Big Guy- When you single-handedly defeat an enemy or solve a problem with a single show of power in one roll, the other party members gain XP.
The Smart Guy- When you propose a plan or course of action, any other party member who acts on it gains XP.
The Heart- When you solve a problem between party members, the other members involved gain XP. At the end of each session, the lowest level party member(s) gain XP.
Then I prepared a few extra roles in case of more-than-five player games, or players like that one guy who can't make it to every session.
The Sixth Ranger- Whenever you are granted XP by another role's move, that party member also gains XP themselves, if applicable.
The Mentor- At the end of each session, all other party members gain XP.
The Tagalong- Whenever you are saved from danger, the party member who saved you gains XP. Whenever you aid or assist another party member, that party member gains XP.
Whenever a player joins or leaves, or whenever everyone feels the dynamic between the party has changed significantly, roles are re-assigned.
Does this system sound like it works? Are there any major or minor flaws you guys see that I don't?