Subject | [dq] Rules change discussion on Experience Points |
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From | Michael Young |
Date | Thu, 14 May 2009 19:44:22 +1200 |
This is a multi-part message in MIME format. ------=_NextPart_000_0004_01C9D4CC.614B1FE0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Howdy folks,=20 I'd like to start a discussion on the amount of experience given out for = games. In my opinion it is too low. I'd like to see it increased by = between 50 and 100 percent. A straight percentage add across all levels of the game is probably = fairer although I think you could make a case for a scaled increase. For = example: 100% increase for Very Low and Extreme Level, 75% increase for = Low and Very High Level and 50% increase for Medium and High Level = games. Sure it will benefit the people that only have one or two characters the = most (and play them alternatively), but I suspect that this is a = minority. More experience may encourage people to play more characters, = as it will be easier/faster to develop them to levels where they become = interesting and fun to play. Most of us (I'm guessing here) have between = three and five characters (I have 5 myself). Maybe more experience would encourage broader development of characters. = For example, Languages and Artisan skills. More experience at the bottom of the game will move people faster into = Medium Level where many of the games take place. This gives players = greater choices to play with new GMs and players instead of being forced = to play in the one Low Level game that is going that session with the = same bunch of Low Level characters they saw last session. This would = benefit new players and ultimately us all. Currently I never see new = players, as they never appear in High Level plus games. But if they = appear in Medium Level games more quickly I am more likely to run into = them as at least two of my characters can play at this level. For the casual players who plays one session in every 3 to 5 (And there = are some) they will see more rapid development because instead of having = between 20,000 to 30,000 experience to spend in a 12 month period they = will have 40,000 to 60,000 to spend per year. For people with four or more characters, it is not unusual to be unable = to get a game for a character for two or three years at a time It's = pretty demoralizing to have two or three years of ranking time and a = pitiful amount of experience to spend. There may be other ways to address some of the issues raised here. For = example: 1) Get rid of the Very Low Game and start people at Low Level. This = would give them approximately 3000 to 3900 extra per game (Still too low = in my opinion). 2) For the first year a character doesn't play they are awarded 10,000 = experience plus 2,500 experience per session thereafter. This would also = benefit casual and returning players. Regards, Michael Young ------=_NextPart_000_0004_01C9D4CC.614B1FE0 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META content=3D"text/html; charset=3Diso-8859-1" = http-equiv=3DContent-Type> <META name=3DGENERATOR content=3D"MSHTML 8.00.6001.18702"> <STYLE></STYLE> </HEAD> <BODY bgColor=3D#ffffff> <DIV align=3Djustify><FONT size=3D2><FONT size=3D2> <P align=3Djustify>Howdy folks, </P> <P align=3Djustify>I'd like to start a discussion on the amount of = experience=20 given out for games. In my opinion it is too low. I'd like to see it = increased=20 by between 50 and 100 percent.</P> <P align=3Djustify>A straight percentage add across all levels of the = game is=20 probably fairer although I think you could make a case for a scaled = increase.=20 For example: 100% increase for Very Low and Extreme Level, 75% increase = for Low=20 and Very High Level and 50% increase for Medium and High Level = games.</P> <P align=3Djustify>Sure it will benefit the people that only have one or = two=20 characters the most (and play them alternatively), but I suspect that = this is a=20 minority. More experience may encourage people to play more = characters, as=20 it will be easier/faster to develop them to levels where they become = interesting=20 and fun to play. Most of us (I'm guessing here) have between three and = five=20 characters (I have 5 myself).</P> <P align=3Djustify>Maybe more experience would encourage broader = development of=20 characters. For example, Languages and Artisan skills.</P> <P align=3Djustify>More experience at the bottom of the game will move = people=20 faster into Medium Level where many of the games take place. This gives = players=20 greater choices to play with new GMs and players instead of being forced = to play=20 in the one Low Level game that is going that session with the same bunch = of Low=20 Level characters they saw last session. This would benefit new players = and=20 ultimately us all. Currently I never see new players, as they never = appear in=20 High Level plus games. But if they appear in Medium Level games more = quickly I=20 am more likely to run into them as at least two of my characters can = play at=20 this level.</P> <P align=3Djustify>For the casual players who plays one session in every = 3 to 5=20 (And there are some) they will see more rapid development because = instead of=20 having between 20,000 to 30,000 experience to spend in a 12 month period = they=20 will have 40,000 to 60,000 to spend per year.</P> <P align=3Djustify>For people with four or more characters, it is not = unusual to=20 be unable to get a game for a character for two or three years at a time = It=92s=20 pretty demoralizing to have two or three years of ranking time and a = pitiful=20 amount of experience to spend.</P> <P>There may be other ways to address some of the issues raised here. = For=20 example:</P> <P>1) Get rid of the Very Low Game and start people at Low Level. This = would=20 give them approximately 3000 to 3900 extra per game (Still too low in my = opinion).</P> <P>2) For the first year a character doesn=92t play they are awarded = 10,000=20 experience plus 2,500 experience per session thereafter. This would also = benefit=20 casual and returning players.</P> <P> </P> <P>Regards,</P> <P>Michael Young</P></FONT></FONT> <P><FONT size=3D2></FONT> </P> <P><FONT size=3D2></FONT> </P></DIV></BODY></HTML> ------=_NextPart_000_0004_01C9D4CC.614B1FE0-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Rules change discussion on Experience Points |
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From | Andrew Withy |
Date | Thu, 14 May 2009 20:30:26 +1200 |
This is a multi-part message in MIME format. ------=_NextPart_000_0009_01C9D4D2.D0D88040 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit I don't see any need for an EP increase. Some people prefer playing characters at low to medium levels, some prefer them at high. One problem with the suggestion below is that low, medium, and high are relative terms. If we double the EP, we will merely change the practical divisions between the categories. Items are also an essential distinction between the levels. Some people go on games that give them lots of items, and that's an existing way of getting a character that is tough faster. Others don't have that need/approach. An alternative approach is to allow players to choose to start (?one of?) their characters with 50,000 ep, or 200,000 ep, or whatever. I'm also against that proposal, but feel it might address Michael's concerns more effectively. Andrew _____ From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Michael Young Sent: Thursday, 14 May 2009 7:44 p.m. To: dq@dq.sf.org.nz Subject: [dq] Rules change discussion on Experience Points Howdy folks, I'd like to start a discussion on the amount of experience given out for games. In my opinion it is too low. I'd like to see it increased by between 50 and 100 percent. A straight percentage add across all levels of the game is probably fairer although I think you could make a case for a scaled increase. For example: 100% increase for Very Low and Extreme Level, 75% increase for Low and Very High Level and 50% increase for Medium and High Level games. Sure it will benefit the people that only have one or two characters the most (and play them alternatively), but I suspect that this is a minority. More experience may encourage people to play more characters, as it will be easier/faster to develop them to levels where they become interesting and fun to play. Most of us (I'm guessing here) have between three and five characters (I have 5 myself). Maybe more experience would encourage broader development of characters. For example, Languages and Artisan skills. More experience at the bottom of the game will move people faster into Medium Level where many of the games take place. This gives players greater choices to play with new GMs and players instead of being forced to play in the one Low Level game that is going that session with the same bunch of Low Level characters they saw last session. This would benefit new players and ultimately us all. Currently I never see new players, as they never appear in High Level plus games. But if they appear in Medium Level games more quickly I am more likely to run into them as at least two of my characters can play at this level. For the casual players who plays one session in every 3 to 5 (And there are some) they will see more rapid development because instead of having between 20,000 to 30,000 experience to spend in a 12 month period they will have 40,000 to 60,000 to spend per year. For people with four or more characters, it is not unusual to be unable to get a game for a character for two or three years at a time It's pretty demoralizing to have two or three years of ranking time and a pitiful amount of experience to spend. There may be other ways to address some of the issues raised here. For example: 1) Get rid of the Very Low Game and start people at Low Level. This would give them approximately 3000 to 3900 extra per game (Still too low in my opinion). 2) For the first year a character doesn't play they are awarded 10,000 experience plus 2,500 experience per session thereafter. This would also benefit casual and returning players. Regards, Michael Young ------=_NextPart_000_0009_01C9D4D2.D0D88040 Content-Type: text/html; charset="us-ascii" Content-Transfer-Encoding: quoted-printable <html xmlns:v=3D"urn:schemas-microsoft-com:vml" = xmlns:o=3D"urn:schemas-microsoft-com:office:office" = xmlns:w=3D"urn:schemas-microsoft-com:office:word" = xmlns:st1=3D"urn:schemas-microsoft-com:office:smarttags" = xmlns=3D"http://www.w3.org/TR/REC-html40"> <head> <META HTTP-EQUIV=3D"Content-Type" CONTENT=3D"text/html; = charset=3Dus-ascii"> <meta name=3DGenerator content=3D"Microsoft Word 11 (filtered medium)"> <!--[if !mso]> <style> v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} </style> <![endif]--><o:SmartTagType namespaceuri=3D"urn:schemas-microsoft-com:office:smarttags" = name=3D"PersonName"/> <!--[if !mso]> <style> st1\:*{behavior:url(#default#ieooui) } </style> <![endif]--> <style> <!-- /* Font Definitions */ @font-face {font-family:Tahoma; panose-1:2 11 6 4 3 5 4 4 2 4;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {margin:0cm; margin-bottom:.0001pt; font-size:12.0pt; font-family:"Times New Roman";} a:link, span.MsoHyperlink {color:blue; text-decoration:underline;} a:visited, span.MsoHyperlinkFollowed {color:purple; text-decoration:underline;} p {mso-margin-top-alt:auto; margin-right:0cm; mso-margin-bottom-alt:auto; margin-left:0cm; font-size:12.0pt; font-family:"Times New Roman";} span.EmailStyle18 {mso-style-type:personal-reply; font-family:Arial; color:navy;} @page Section1 {size:21.0cm 842.0pt; margin:72.0pt 89.85pt 72.0pt 89.85pt;} div.Section1 {page:Section1;} --> </style> <!--[if gte mso 9]><xml> <o:shapedefaults v:ext=3D"edit" spidmax=3D"1026" /> </xml><![endif]--><!--[if gte mso 9]><xml> <o:shapelayout v:ext=3D"edit"> <o:idmap v:ext=3D"edit" data=3D"1" /> </o:shapelayout></xml><![endif]--> </head> <body bgcolor=3Dwhite lang=3DEN-US link=3Dblue vlink=3Dpurple> <div class=3DSection1> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'>I don’t see any need for an = EP increase. Some people prefer playing characters at low to medium levels, = some prefer them at high.<o:p></o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'><o:p> </o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'>One problem with the suggestion = below is that low, medium, and high are relative terms. If we double the EP, we will = merely change the practical divisions between the categories. Items are also an = essential distinction between the levels. Some people go on games that give them = lots of items, and that’s an existing way of getting a character that is = tough faster. Others don’t have that = need/approach.<o:p></o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'><o:p> </o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'>An alternative approach is to allow = players to choose to start (?one of?) their characters with 50,000 ep, or = 200,000 ep, or whatever. I’m also against that proposal, but feel it might = address Michael’s concerns more effectively.<o:p></o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'><o:p> </o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'>Andrew<o:p></o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'><o:p> </o:p></span></font></p> <div> <div class=3DMsoNormal align=3Dcenter style=3D'text-align:center'><font = size=3D3 face=3D"Times New Roman"><span style=3D'font-size:12.0pt'> <hr size=3D2 width=3D"100%" align=3Dcenter tabindex=3D-1> </span></font></div> <p class=3DMsoNormal><b><font size=3D2 face=3DTahoma><span = style=3D'font-size:10.0pt; font-family:Tahoma;font-weight:bold'>From:</span></font></b><font = size=3D2 face=3DTahoma><span style=3D'font-size:10.0pt;font-family:Tahoma'> dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] <b><span = style=3D'font-weight: bold'>On Behalf Of </span></b>Michael Young<br> <b><span style=3D'font-weight:bold'>Sent:</span></b> Thursday, 14 May = 2009 7:44 p.m.<br> <b><span style=3D'font-weight:bold'>To:</span></b> <st1:PersonName = w:st=3D"on">dq@dq.sf.org.nz</st1:PersonName><br> <b><span style=3D'font-weight:bold'>Subject:</span></b> [dq] Rules = change discussion on Experience Points</span></font><o:p></o:p></p> </div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'><o:p> </o:p></span></font></p> <div> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>Howdy folks, <o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>I'd like to start a discussion on the amount of experience given out for games. = In my opinion it is too low. I'd like to see it increased by between 50 and = 100 percent.<o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>A straight percentage add across all levels of the game is probably fairer although I think you could make a case for a scaled increase. For = example: 100% increase for Very Low and Extreme Level, 75% increase for Low and Very = High Level and 50% increase for Medium and High Level = games.<o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>Sure it will benefit the people that only have one or two characters the most = (and play them alternatively), but I suspect that this is a minority. More experience may encourage people to play more characters, as it will = be easier/faster to develop them to levels where they become interesting = and fun to play. Most of us (I'm guessing here) have between three and five = characters (I have 5 myself).<o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>Maybe more experience would encourage broader development of characters. For = example, Languages and Artisan skills.<o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>More experience at the bottom of the game will move people faster into Medium = Level where many of the games take place. This gives players greater choices = to play with new GMs and players instead of being forced to play in the one Low = Level game that is going that session with the same bunch of Low Level = characters they saw last session. This would benefit new players and ultimately us = all. Currently I never see new players, as they never appear in High Level = plus games. But if they appear in Medium Level games more quickly I am more = likely to run into them as at least two of my characters can play at this = level.<o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>For the casual players who plays one session in every 3 to 5 (And there are = some) they will see more rapid development because instead of having between 20,000 = to 30,000 experience to spend in a 12 month period they will have 40,000 to = 60,000 to spend per year.<o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>For people with four or more characters, it is not unusual to be unable to = get a game for a character for two or three years at a time It’s pretty demoralizing to have two or three years of ranking time and a pitiful = amount of experience to spend.<o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>There may be other ways to address some of the issues raised here. For = example:<o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>1) Get rid of the Very Low Game and start people at Low Level. This would give = them approximately 3000 to 3900 extra per game (Still too low in my = opinion).<o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>2) For the first year a character doesn’t play they are awarded 10,000 experience plus 2,500 experience per session thereafter. This would also benefit casual and returning players.<o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'> <o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>Regards,<o:p></o:p></span></font></p> <p><font size=3D2 face=3D"Times New Roman"><span = style=3D'font-size:10.0pt'>Michael Young<o:p></o:p></span></font></p> <p><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size:12.0pt'> <o:p></o:p></span></font></p> <p><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size:12.0pt'> <o:p></o:p></span></font></p> </div> </div> </body> </html> ------=_NextPart_000_0009_01C9D4D2.D0D88040-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Rules change discussion on Experience Points |
---|---|
From | Bernard Hoggins |
Date | Thu, 14 May 2009 11:27:27 +0000 (GMT) |
--0-396547744-1242300447=:10155 Content-Type: text/plain; charset=utf-8 Content-Transfer-Encoding: quoted-printable With regards to the issue raised about ending up with 'useless' training ti= me due to not being able to get a game.=C2=A0 There used to be a set of tab= les which one could roll on to account for your characters activities in a = given season if you weren't ranking. These tables had a disadvantage of being quite complex, with potentially ve= ry harsh results and generally speaking I don't recall them having great re= wards to balance that. (Could be wrong there, did anyone use them and get g= ood things?).=C2=A0 I believe the latest version of the GM's guide has drop= ped these tables. If there is a real concern about characters not having stuff to do, I must = admit once or twice I have been unable to get games even with doing long te= rm rather than quick EP spending ranking so this problem may actually exist= , we could fill this hole by reintroducing the original tables, or coming u= p with a much more streamlined seasonal work table. Neither should end up being as rewarding as even a low level adventure of c= ourse, but it would potentially provide something for a character to do. Another potential idea is to separate the current 'level' ep award of 0-150= 0ep into the three categories it rates level on.=C2=A0 Rather than straight= adventure award, instead base it on a combination of 3 fields, Death Risk,= Level of Skill/Magic needed, and Complexity of the situation.=C2=A0=C2=A0 = These fields would still total the same, but could better represent some si= tuations.=C2=A0 It does have the downside of slightly increasing book keepi= ng, but that number should only need calculating once per adventure as it r= efers to the whole adventure, not any particular incident or combat. Bernard From Bernard Hoggins =0Anevyn0ad@yahoo.co.uk --- On Thu, 14/5/09, Andrew Withy <awithy@ihug.co.nz> wrote: From: Andrew Withy <awithy@ihug.co.nz> Subject: Re: [dq] Rules change discussion on Experience Points To: dq@dq.sf.org.nz Received: Thursday, 14 May, 2009, 8:30 PM =0A=0A=0A =0A =0A=0A =0A=0A=0A=0A=0A=0A=0A=0AI don=E2=80=99t see any need f= or an EP=0Aincrease. Some people prefer playing characters at low to medium= levels, some=0Aprefer them at high. =0A=0A =C2=A0 =0A=0AOne problem with t= he suggestion below is that=0Alow, medium, and high are relative terms. If = we double the EP, we will merely change=0Athe practical divisions between t= he categories. Items are also an essential=0Adistinction between the levels= . Some people go on games that give them lots of=0Aitems, and that=E2=80=99= s an existing way of getting a character that is tough=0Afaster. Others don= =E2=80=99t have that need/approach. =0A=0A =C2=A0 =0A=0AAn alternative appr= oach is to allow players=0Ato choose to start (?one of?) their characters w= ith 50,000 ep, or 200,000 ep,=0Aor whatever. I=E2=80=99m also against that = proposal, but feel it might address=0AMichael=E2=80=99s concerns more effec= tively. =0A=0A =C2=A0 =0A=0AAndrew =0A=0A =C2=A0 =0A=0A=0A=0A=0A=0A=0A=0A= =0A=0AFrom:=0Adq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behal= f Of Michael Young =0ASent: Thursday, 14 May 2009 7:44=0Ap.m. =0ATo: dq@dq.sf.org.nz =0ASubject: [dq] Rules change=0Adiscussion on Experience Points =0A=0A=0A= =0A =C2=A0 =0A=0A=0A=0AHowdy=0Afolks, =0A=0AI'd like=0Ato start a discussi= on on the amount of experience given out for games. In my=0Aopinion it is t= oo low. I'd like to see it increased by between 50 and 100=0Apercent. =0A= =0AA=0Astraight percentage add across all levels of the game is probably fa= irer=0Aalthough I think you could make a case for a scaled increase. For ex= ample: 100%=0Aincrease for Very Low and Extreme Level, 75% increase for Low= and Very High=0ALevel and 50% increase for Medium and High Level games. = =0A=0ASure it=0Awill benefit the people that only have one or two character= s the most (and play=0Athem alternatively), but I suspect that this is a mi= nority. More=0Aexperience=C2=A0may encourage people to play more characters= , as it will be=0Aeasier/faster to develop them to levels where they become= interesting and fun=0Ato play. Most of us (I'm guessing here) have between= three and five characters=0A(I have 5 myself). =0A=0AMaybe=0Amore experien= ce would encourage broader development of characters. For example,=0ALangua= ges and Artisan skills. =0A=0AMore=0Aexperience at the bottom of the game w= ill move people faster into Medium Level=0Awhere many of the games take pla= ce. This gives players greater choices to play=0Awith new GMs and players i= nstead of being forced to play in the one Low Level=0Agame that is going th= at session with the same bunch of Low Level characters=0Athey saw last sess= ion. This would benefit new players and ultimately us all.=0ACurrently I ne= ver see new players, as they never appear in High Level plus=0Agames. But i= f they appear in Medium Level games more quickly I am more likely=0Ato run = into them as at least two of my characters can play at this level. =0A=0AFo= r the=0Acasual players who plays one session in every 3 to 5 (And there are= some) they=0Awill see more rapid development because instead of having bet= ween 20,000 to=0A30,000 experience to spend in a 12 month period they will = have 40,000 to 60,000=0Ato spend per year. =0A=0AFor=0Apeople with four or = more characters, it is not unusual to be unable to get a=0Agame for a chara= cter for two or three years at a time It=E2=80=99s pretty=0Ademoralizing to= have two or three years of ranking time and a pitiful amount of=0Aexperien= ce to spend. =0A=0AThere may=0Abe other ways to address some of the issues = raised here. For example: =0A=0A1) Get=0Arid of the Very Low Game and start= people at Low Level. This would give them=0Aapproximately 3000 to 3900 ext= ra per game (Still too low in my opinion). =0A=0A2) For=0Athe first year a = character doesn=E2=80=99t play they are awarded 10,000=0Aexperience plus 2,= 500 experience per session thereafter. This would also=0Abenefit casual and= returning players. =0A=0A=C2=A0 =0A=0ARegards, =0A=0AMichael=0AYoung =0A= =0A=C2=A0 =0A=0A=C2=A0 =0A=0A=0A=0A=0A=0A =0A=0A=0A=0A=0A Need a Holid= ay? Win a $10,000 Holiday of your choice. Enter now.http://us.lrd.yahoo.com= /_ylc=3DX3oDMTJxN2x2ZmNpBF9zAzIwMjM2MTY2MTMEdG1fZG1lY2gDVGV4dCBMaW5rBHRtX2x= uawNVMTEwMzk3NwR0bV9uZXQDWWFob28hBHRtX3BvcwN0YWdsaW5lBHRtX3BwdHkDYXVueg--/S= IG=3D14600t3ni/**http%3A//au.rd.yahoo.com/mail/tagline/creativeholidays/*ht= tp%3A//au.docs.yahoo.com/homepageset/%3Fp1=3Dother%26p2=3Dau%26p3=3Dmailtag= line --0-396547744-1242300447=:10155 Content-Type: text/html; charset=utf-8 Content-Transfer-Encoding: quoted-printable <table cellspacing=3D"0" cellpadding=3D"0" border=3D"0" ><tr><td valign=3D"= top" style=3D"font: inherit;">With regards to the issue raised about ending= up with 'useless' training time due to not being able to get a game. = There used to be a set of tables which one could roll on to account for yo= ur characters activities in a given season if you weren't ranking.<br>These= tables had a disadvantage of being quite complex, with potentially very ha= rsh results and generally speaking I don't recall them having great rewards= to balance that. (Could be wrong there, did anyone use them and get good t= hings?). I believe the latest version of the GM's guide has dropped t= hese tables.<br><br>If there is a real concern about characters not having = stuff to do, I must admit once or twice I have been unable to get games eve= n with doing long term rather than quick EP spending ranking so this proble= m may actually exist, we could fill this hole by reintroducing the original tables, or coming up with a much more streamlined seasonal work table.<br>= <br>Neither should end up being as rewarding as even a low level adventure = of course, but it would potentially provide something for a character to do= .<br><br>Another potential idea is to separate the current 'level' ep award= of 0-1500ep into the three categories it rates level on. Rather than= straight adventure award, instead base it on a combination of 3 fields, De= ath Risk, Level of Skill/Magic needed, and Complexity of the situation.&nbs= p; These fields would still total the same, but could better represen= t some situations. It does have the downside of slightly increasing b= ook keeping, but that number should only need calculating once per adventur= e as it refers to the whole adventure, not any particular incident or comba= t.<br><br>Bernard<br><br>From Bernard Hoggins<br>=0Anevyn0ad@yahoo.co.uk<br= ><br>--- On <b>Thu, 14/5/09, Andrew Withy <i><awithy@ihug.co.nz></i><= /b> wrote:<br><blockquote style=3D"border-left: 2px solid rgb(16, 16, 255);= margin-left: 5px; padding-left: 5px;"><br>From: Andrew Withy <awithy@ih= ug.co.nz><br>Subject: Re: [dq] Rules change discussion on Experience Poi= nts<br>To: dq@dq.sf.org.nz<br>Received: Thursday, 14 May, 2009, 8:30 PM<br>= <br><div id=3D"yiv1519486202">=0A=0A=0A =0A =0A=0A =0A=0A<style>=0A<!--=0A#= yiv1519486202 =0A _filtered #yiv1519486202 {font-family:Tahoma;panose-1:2 = 11 6 4 3 5 4 4 2 4;}=0A#yiv1519486202 =0A#yiv1519486202 p.MsoNormal, #yiv1= 519486202 li.MsoNormal, #yiv1519486202 div.MsoNormal=0A=09{margin:0cm;margi= n-bottom:.0001pt;font-size:12.0pt;font-family:"Times New Roman";}=0A#yiv151= 9486202 a:link, #yiv1519486202 span.MsoHyperlink=0A=09{color:blue;text-deco= ration:underline;}=0A#yiv1519486202 a:visited, #yiv1519486202 span.MsoHyper= linkFollowed=0A=09{color:purple;text-decoration:underline;}=0A#yiv151948620= 2 p=0A=09{margin-right:0cm;margin-left:0cm;font-size:12.0pt;font-family:"Ti= mes New Roman";}=0A#yiv1519486202 span.EmailStyle18=0A=09{font-family:Arial= ;color:navy;}=0A _filtered #yiv1519486202 {margin:72.0pt 89.85pt 72.0pt 89.= 85pt;}=0A#yiv1519486202 div.Section1=0A=09{}=0A-->=0A</style>=0A=0A<div cla= ss=3D"Section1">=0A=0A<p class=3D"MsoNormal"><font color=3D"navy" face=3D"A= rial" size=3D"2"><span style=3D"font-size: 10pt; font-family: Arial; color:= navy;">I don=E2=80=99t see any need for an EP=0Aincrease. Some people pref= er playing characters at low to medium levels, some=0Aprefer them at high.<= /span></font></p> =0A=0A<p class=3D"MsoNormal"><font color=3D"navy" face=3D= "Arial" size=3D"2"><span style=3D"font-size: 10pt; font-family: Arial; colo= r: navy;"> </span></font></p> =0A=0A<p class=3D"MsoNormal"><font colo= r=3D"navy" face=3D"Arial" size=3D"2"><span style=3D"font-size: 10pt; font-f= amily: Arial; color: navy;">One problem with the suggestion below is that= =0Alow, medium, and high are relative terms. If we double the EP, we will m= erely change=0Athe practical divisions between the categories. Items are al= so an essential=0Adistinction between the levels. Some people go on games t= hat give them lots of=0Aitems, and that=E2=80=99s an existing way of gettin= g a character that is tough=0Afaster. Others don=E2=80=99t have that need/a= pproach.</span></font></p> =0A=0A<p class=3D"MsoNormal"><font color=3D"navy= " face=3D"Arial" size=3D"2"><span style=3D"font-size: 10pt; font-family: Ar= ial; color: navy;"> </span></font></p> =0A=0A<p class=3D"MsoNormal"><= font color=3D"navy" face=3D"Arial" size=3D"2"><span style=3D"font-size: 10p= t; font-family: Arial; color: navy;">An alternative approach is to allow pl= ayers=0Ato choose to start (?one of?) their characters with 50,000 ep, or 2= 00,000 ep,=0Aor whatever. I=E2=80=99m also against that proposal, but feel = it might address=0AMichael=E2=80=99s concerns more effectively.</span></fon= t></p> =0A=0A<p class=3D"MsoNormal"><font color=3D"navy" face=3D"Arial" siz= e=3D"2"><span style=3D"font-size: 10pt; font-family: Arial; color: navy;"> = </span></font></p> =0A=0A<p class=3D"MsoNormal"><font color=3D"navy" = face=3D"Arial" size=3D"2"><span style=3D"font-size: 10pt; font-family: Aria= l; color: navy;">Andrew</span></font></p> =0A=0A<p class=3D"MsoNormal"><fon= t color=3D"navy" face=3D"Arial" size=3D"2"><span style=3D"font-size: 10pt; = font-family: Arial; color: navy;"> </span></font></p> =0A=0A<div>=0A= =0A<div class=3D"MsoNormal" style=3D"text-align: center;" align=3D"center">= <font face=3D"Times New Roman" size=3D"3"><span style=3D"font-size: 12pt;">= =0A=0A<hr tabindex=3D"-1" align=3D"center" size=3D"2" width=3D"100%">=0A=0A= </span></font></div>=0A=0A<p class=3D"MsoNormal"><b><font face=3D"Tahoma" s= ize=3D"2"><span style=3D"font-size: 10pt; font-family: Tahoma; font-weight:= bold;">From:</span></font></b><font face=3D"Tahoma" size=3D"2"><span style= =3D"font-size: 10pt; font-family: Tahoma;">=0Adq-owner@dq.sf.org.nz [mailto= :dq-owner@dq.sf.org.nz] <b><span style=3D"font-weight: bold;">On Behalf Of = </span></b>Michael Young<br>=0A<b><span style=3D"font-weight: bold;">Sent:<= /span></b> Thursday, 14 May 2009 7:44=0Ap.m.<br>=0A<b><span style=3D"font-w= eight: bold;">To:</span></b> dq@dq.sf.org.nz<br>=0A<b><span style=3D"font-w= eight: bold;">Subject:</span></b> [dq] Rules change=0Adiscussion on Experie= nce Points</span></font></p> =0A=0A</div>=0A=0A<p class=3D"MsoNormal"><font= face=3D"Times New Roman" size=3D"3"><span style=3D"font-size: 12pt;"> &nbs= p;</span></font></p> =0A=0A<div>=0A=0A<p><font face=3D"Times New Roman" siz= e=3D"2"><span style=3D"font-size: 10pt;">Howdy=0Afolks, </span></font></p> = =0A=0A<p><font face=3D"Times New Roman" size=3D"2"><span style=3D"font-size= : 10pt;">I'd like=0Ato start a discussion on the amount of experience given= out for games. In my=0Aopinion it is too low. I'd like to see it increased= by between 50 and 100=0Apercent.</span></font></p> =0A=0A<p><font face=3D"= Times New Roman" size=3D"2"><span style=3D"font-size: 10pt;">A=0Astraight p= ercentage add across all levels of the game is probably fairer=0Aalthough I= think you could make a case for a scaled increase. For example: 100%=0Ainc= rease for Very Low and Extreme Level, 75% increase for Low and Very High=0A= Level and 50% increase for Medium and High Level games.</span></font></p> = =0A=0A<p><font face=3D"Times New Roman" size=3D"2"><span style=3D"font-size= : 10pt;">Sure it=0Awill benefit the people that only have one or two charac= ters the most (and play=0Athem alternatively), but I suspect that this is a= minority. More=0Aexperience may encourage people to play more charact= ers, as it will be=0Aeasier/faster to develop them to levels where they bec= ome interesting and fun=0Ato play. Most of us (I'm guessing here) have betw= een three and five characters=0A(I have 5 myself).</span></font></p> =0A=0A= <p><font face=3D"Times New Roman" size=3D"2"><span style=3D"font-size: 10pt= ;">Maybe=0Amore experience would encourage broader development of character= s. For example,=0ALanguages and Artisan skills.</span></font></p> =0A=0A<p>= <font face=3D"Times New Roman" size=3D"2"><span style=3D"font-size: 10pt;">= More=0Aexperience at the bottom of the game will move people faster into Me= dium Level=0Awhere many of the games take place. This gives players greater= choices to play=0Awith new GMs and players instead of being forced to play= in the one Low Level=0Agame that is going that session with the same bunch= of Low Level characters=0Athey saw last session. This would benefit new pl= ayers and ultimately us all.=0ACurrently I never see new players, as they n= ever appear in High Level plus=0Agames. But if they appear in Medium Level = games more quickly I am more likely=0Ato run into them as at least two of m= y characters can play at this level.</span></font></p> =0A=0A<p><font face= =3D"Times New Roman" size=3D"2"><span style=3D"font-size: 10pt;">For the=0A= casual players who plays one session in every 3 to 5 (And there are some) t= hey=0Awill see more rapid development because instead of having between 20,= 000 to=0A30,000 experience to spend in a 12 month period they will have 40,= 000 to 60,000=0Ato spend per year.</span></font></p> =0A=0A<p><font face=3D= "Times New Roman" size=3D"2"><span style=3D"font-size: 10pt;">For=0Apeople = with four or more characters, it is not unusual to be unable to get a=0Agam= e for a character for two or three years at a time It=E2=80=99s pretty=0Ade= moralizing to have two or three years of ranking time and a pitiful amount = of=0Aexperience to spend.</span></font></p> =0A=0A<p><font face=3D"Times Ne= w Roman" size=3D"2"><span style=3D"font-size: 10pt;">There may=0Abe other w= ays to address some of the issues raised here. For example:</span></font></= p> =0A=0A<p><font face=3D"Times New Roman" size=3D"2"><span style=3D"font-s= ize: 10pt;">1) Get=0Arid of the Very Low Game and start people at Low Level= . This would give them=0Aapproximately 3000 to 3900 extra per game (Still t= oo low in my opinion).</span></font></p> =0A=0A<p><font face=3D"Times New R= oman" size=3D"2"><span style=3D"font-size: 10pt;">2) For=0Athe first year a= character doesn=E2=80=99t play they are awarded 10,000=0Aexperience plus 2= ,500 experience per session thereafter. This would also=0Abenefit casual an= d returning players.</span></font></p> =0A=0A<p><font face=3D"Times New Rom= an" size=3D"2"><span style=3D"font-size: 10pt;"> </span></font></p> = =0A=0A<p><font face=3D"Times New Roman" size=3D"2"><span style=3D"font-size= : 10pt;">Regards,</span></font></p> =0A=0A<p><font face=3D"Times New Roman"= size=3D"2"><span style=3D"font-size: 10pt;">Michael=0AYoung</span></font><= /p> =0A=0A<p><font face=3D"Times New Roman" size=3D"3"><span style=3D"font-= size: 12pt;"> </span></font></p> =0A=0A<p><font face=3D"Times New Roma= n" size=3D"3"><span style=3D"font-size: 12pt;"> </span></font></p> =0A= =0A</div>=0A=0A</div>=0A=0A =0A=0A</div></blockquote></td></tr></table><br>= =0A=0A=0A=0A <hr size=3D1>=0ANeed a Holiday? Win a $10,000 Holiday of = your choice. <a href=3D"http://us.lrd.yahoo.com/_ylc=3DX3oDMTJxN2x2ZmNpBF9z= AzIwMjM2MTY2MTMEdG1fZG1lY2gDVGV4dCBMaW5rBHRtX2xuawNVMTEwMzk3NwR0bV9uZXQDWWF= ob28hBHRtX3BvcwN0YWdsaW5lBHRtX3BwdHkDYXVueg--/SIG=3D14600t3ni/**http%3A//au= .rd.yahoo.com/mail/tagline/creativeholidays/*http%3A//au.docs.yahoo.com/hom= epageset/%3Fp1=3Dother%26p2=3Dau%26p3=3Dmailtagline=0A" target=3D_blank> En= ter now.</a>. --0-396547744-1242300447=:10155-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |