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#1
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One way of dealing with the D&D mindset may be to explain to them 1 XP in T2K is roughly equal to 100, or even 1,000 in their chosen level based system.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#2
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Not a bad idea that... wish I had thought of it several years ago!
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#3
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I know in both V1 and V2 rules they mention that the players should keep a running tally themselves each session on what skills they used and if there was a success. Such as putting a check mark next to them or in your session note book, list that you used a certain skill or even attempted to use a certain skill.
In my experience actually at a table and not doing PbP, I have had GMs award skill points for successful critical rolls on skill usage. As well as giving us skill points when we role played well, such as describing in some detail how we used a skill to achieve an action. Our GM explained that if you could talk through all the actions of a scene like you are explaining a scene from a TV show or movie complete with involving the 5 senses some how or it just sounds right, then we could get a skill point. Quote:
If we were being trained by someone in our party to improve a skill. We used the rules as written in V2.0. They aren't hard to understand. If you stick to the letter of the book, then a game day is broke down in to 6 different event cycles of about 4 hours per period. So you want to be trained in a new skill, say gunsmith, there had to someone in the party with the skill and with Instruction at average level. Then you have to announce to the GM, that your player wants to learn gunsmith from this other player and they have to spend one period per day, for seven total days doing this action. Then you have to roll as if you were attempting the skill for a success. If the student rolls a success then both the student and the instructor gain a skill point in that skill. Here it is sort of simplified and broken out into some steps.
The biggest thing is that the players and GM have to be honest with the time rules in the game. Which we always found a pain on how to accurately game out those 4 hour periods without it all blending together. The closest we every got was that our GM after resetting our campaign once, wanted to stick to the time rules. Had a home made flip counter with a 1 through 6 on it. Then would announce "Its Period 1 this is 0001 to 0400, what do you all do". Which seemed to work for a bit till we fell off the bandwagon. After which our GM would just announce while we were in a rest period after moving for a while, if there was house keeping we wanted to do and if anyone wanted to get training. At which every session, unless our GM said in session that a new game day occurred, if training occurred after the session then we could roll off to gain a skill. The biggest thing, is knowing how to be judicious in skill point release if you are GM. I want to say even the rules for both V1 and V2 mention that, just don't pass them out willy nilly. Make the players earn them.
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Hey, Law and Order's a team, man. He finds the bombs, I drive the car. We tried the other way, but it didn't work. |
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