2018-04-29

Spending Earned Character Points in Dungeon Fantasy RPG

Last time I talked about awarding bonus character points in DFRPG in general, and in the DF Whiterock game in particular.  Once players have some points they're going to want to spend them, so I need to come up with rules for that too.

Let's start with the default assumptions built into DFRPG.  It says that anyone can spend points at the start of a game session, but only Knights buying melee weapon skills and spellcasters learning spells from scrolls can spend points mid-session.  It says that improving traits you already have just costs the points, and that you can only buy new things from your template unless the GM gives permission to buy something off-template, which might require Exceptional Training.  And that (if the optional training expenses rule is used) it costs $40/point to buy new things on-template (with only the first point needing training for skills), $80/point or more to buy new things off-template.

DF Whiterock doesn't require strict templates, so the on-template vs. off-template rules won't apply.  Also, I don't like requiring training for things the PC seems to have already picked up on their own.  So, I want to go with something like this:

- With the exception of Knights learning melee skills and spellcasters learning spells from scrolls, character points may only be spent in Town.  (That will usually but not always mean at the beginning of the session.)

- If you already have points in the ability and want to improve it, and you used that ability at all in recent adventure sessions, you can just pay the points.  You don't need training; you learned from actual experience in play.

- If you don't have points in the ability but it's something that you used at default, for real, when it mattered, in the actual adventure, I'll usually let that count as learning from actual experience in play, too.  For example, in our first session, Garreth quite effectively bashed a lock using a club.  He doesn't have Forced Entry, but if he wants to put a point in Forced Entry, he can.

- That also applies to advantages.  If you're running around in a dungeon dodging blows from monsters, that's on-the-job training for Combat Reflexes.  If you sometimes fail to dodge and need to make HT checks, that's on-the-job training for Fit.

- If you want to learn a new skill that you haven't practiced during an adventure, whether because you didn't get around to it, or because it's one that doesn't work in any way by default (like spells and some advantages), or because it requires something you didn't have (like deep water or a horse or some gems) then you need to find a trainer in Town.  Price may vary widely.

- Learn new things gradually, one level at a time.

- Don't pile all your points into one thing.  The character with one weapon skill or offensive spell at 30 and not much else is boring.

No comments:

Post a Comment

GURPS March Harrier GM's Campaign Retrospective

Introduction Now that the GURPS March Harrier campaign is over, here's a quick retrospective of what went right and wrong, and whether I...