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wiki:experience

Experience

[rules]


The experience of playing Elemental D6 should feel cinematic, in the way that heroes in stories grow stronger quickly from episode to episode. Sometimes this is due to a hero unlocking new powers as a part of the story, other times it is because the work of improving occurs off-screen. Think of your tabletop sessions as episodes, where your characters are learning and improving in most episodes

To this end, Elemental D6 does not measure experience with a number, but relies on a game master's assessment of the player's growth during a session. After the session, assign the characters their new levels so that they can level up before the next session


Pacing

There are two phases in a characters journey through the levels

  • The first phase is levels 1-10. In this opening phase of the game, the characters progress quickly through the levels, usually earning a minimum of one level per session. This phase represents the characters developing and becomming comfortable with their core class abilities
  • The second phase is level 11 and beyond. In this phase of the game, the adventure is opening up, and the plot is thickening. The characters are competent ki users. In this phase, advent classes are now an option for the characters, and opportunities to learn or unlock these abilities should be made available. The character may choose to continue advancing in their current core class, or to branch out into an advent class

Note: When playing with new players, consider only assigning one additional level after the first session to give them a chance to understand the leveling process before assigning multiple new levels at once

In the table below, you can see how many levels to award based on the difficulty of the encounter. Note that the number of core class levels and advent class levels is not always the same

Level Reward Table
Advent levels shown in parentheses. Players may choose between the base level reward or the advent level reward

Easy EncounterBalanced EncounterChallenging Encounter
Level 1-10 1 2 3
Level 11+ 1(1) 1(2) 2(3)


Other rewards
If something special occurs, or the players use their abilities in an especially delightful way, consider giving them with a few talent points or skill points as an on-the-spot reward


Encounter difficulty

A balanced encounter is one in which the characters are up against enemies that are evenly matched against the player characters, or even a bit stronger. The number of enemies should be the same as the number of players, or perhaps one or two additional enemies

An easy encounter is one in which the player characters have a distinct advantage in power or numbers. A challenging encounter is one where the players are outmatched in power or numbers or both. Challenging encounters will often inflict serious damage on the characters and may require strategy to defeat. You can also measure the difficulty in terms of the mood at the table. If the players found the encounter challenging, count it as such

Not all encounters should or need to be centered around combat in order for the characters to learn control over their ki. Intelligent and creative use of the character's ki should be rewarded when facing challenges of any nature. Characters will surprise you with their ability to come up with creative ways to use their elemental abilities. This is part of the fun of this game, so find the balance between encouraging creativity and allowing the players to access talents they have not yet earned

wiki/experience.txt · Last modified: 2018/05/31 12:56 by caleymccready