A character may advance in skill level through actual Experience in dangerous situa- tions.

Advancement through experience is more rapid than through training, al- though it is also far more dangerous.

In fact, danger is the most important require- ment for gaining experience, so the referee must have some guidelines as to when experience should be awarded.

Magic users must be doing a spell in a dangerous crisis situation, fighters must be in a life or death situation, and archers must be shooting at a target who has the potential to harm them.

If these conditions are not met, experience should not be awarded.

Experience is given in Learning Points which may be applied immediately.

How experience is awarded is covered for each type of skill below.

Magical Experience A mage gains experience by successfully casting a spell at his maximum MF in a crisis situation.

A crisis situation is an event involving danger, where someone or something is depending on the mage for help.

Examples of crisis are:

combat;

natu- ral cata'strophes such as earthquakes, fires, or floods;

and any threat to the mage's life.

Whenever a spell at the mage's highest MF capability is cast in such a situation, one Learning Roll is given.

The mage then attempts to roll less than or equal to his Magical Learning Roll.

If he succeeds, he gains one Learning Point in the subject of the spell cast.

Combat or Martial Arts Experience A character may be awarded Combat Experience each time he wounds an oppo- nent.

This experience, in Learning Points, is dependent on the difference in Combat Values of the combatants and the Physical Damage (PD) done.

To determine how many Learning Points are awarded, cross index the difference in Combat Values (DCV) and the Physical Damage (PD) done on the Combat Experience Table found on the blank character sheet at the back of this book.

If a character hits an opponent whose Combat Value is six higher than his, the DCV = +6.

If a character hits an opponent whose Combat Value is two lower than his, the DCV = -2.

Note that a character defeating an opponent of much lower Combat Value gains no experience.

The Learning Points are used to increase the character's Combat Skill Level as de- tailed in section 3.2.

Example:

Derek strikes his opponent doing 6 Physical Damage points.

Derek's Combat Value is 15 and the opponent's Combat Value is 12.

The DCV is -3.

Derek receives 1 Learning Point.

Archery Experience An archer receives .1 Learning Points of experience each time he hits his target in a combat situation.

07.01-experience.txt

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rhand_morningstar_missions/experience.txt · Last modified: 2024/08/06 19:19 by 127.0.0.1
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