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Live Point system
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garhkal
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PostPosted: Tue Apr 25, 2017 12:37 am    Post subject: Reply with quote

I've never understood the fasination with 'stockpiling' CP so they can make those spendings for "extra luck". If they use them to advance the skill(s), eventually they shouldn't NEED that extra luck...
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Whill
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PostPosted: Tue Apr 25, 2017 1:19 am    Post subject: Reply with quote

garhkal wrote:
I've never understood the fasination with 'stockpiling' CP so they can make those spendings for "extra luck". If they use them to advance the skill(s), eventually they shouldn't NEED that extra luck...

I'm totally with you.
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Wajeb Deb Kaadeb
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Joined: 07 Apr 2017
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PostPosted: Tue Apr 25, 2017 6:33 am    Post subject: Reply with quote

Whill wrote:
garhkal wrote:
I've never understood the fasination with 'stockpiling' CP so they can make those spendings for "extra luck". If they use them to advance the skill(s), eventually they shouldn't NEED that extra luck...

I'm totally with you.


I'm with both of you. But, I've seen it happen.

I ran a pretty heroic Star Wars campaign that took us about seven years to play. I had five players, and all five stuck with the game throughout.

I'd award CPs after every game session, so the PCs were pretty flush. This group liked a real heroic blend of action and swashbuckling. I like my games a little more serious (as in go RAW with CP awards), but a good GM, I believe, keep his players happy.

Everyone was having a good time, so I didn't rock the boat.

But, these guys....not a one...not a single one, ever, improved a stat during that entire campaign. A few of them improved skills, but not very often. Instead, they'd blow their CP, every doggone game session, on single throws, doing heroic stuff.

It flabbergasted me. I even pointed out, "If you improved your character, which you definitely could have by now...".
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MrNexx
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PostPosted: Tue Apr 25, 2017 12:01 pm    Post subject: Reply with quote

So, something I played around with, if you want to switch CPs to "luck points" and do away with improving skills via CP entirely...

http://rpgcrank.blogspot.com/2014/11/use-based-improvement-in-d6.html
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garhkal
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PostPosted: Tue Apr 25, 2017 1:54 pm    Post subject: Reply with quote

Wajeb Deb Kaadeb wrote:
I like my games a little more serious (as in go RAW with CP awards), but a good GM, I believe, keep his players happy.


Where i believe a good Gm finds a good medium between the two facets of, running things HIS way, or caving in and giving the players what they want.
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Wajeb Deb Kaadeb
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PostPosted: Tue Apr 25, 2017 5:50 pm    Post subject: Reply with quote

garhkal wrote:
Wajeb Deb Kaadeb wrote:
I like my games a little more serious (as in go RAW with CP awards), but a good GM, I believe, keep his players happy.


Where i believe a good Gm finds a good medium between the two facets of, running things HIS way, or caving in and giving the players what they want.


I had no problem with it at the time. But, I've since become more fond of the gritty way First Edition runs.
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evilnerf
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PostPosted: Tue Apr 25, 2017 6:36 pm    Post subject: Reply with quote

Personally, I award CP and XP.
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Wajeb Deb Kaadeb
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PostPosted: Tue Apr 25, 2017 7:41 pm    Post subject: Reply with quote

evilnerf wrote:
Personally, I award CP and XP.


I don't worry about it any more, since I'm not playing First Edition. There are no CPs in this edition.
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garhkal
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PostPosted: Wed Apr 26, 2017 12:52 am    Post subject: Reply with quote

evilnerf wrote:
Personally, I award CP and XP.



What is the difference? Are cp just used only for buying the extra dice and XP used for bumping stats?
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Argentsaber
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PostPosted: Sun Oct 08, 2017 3:51 am    Post subject: Reply with quote

Ning Leihrec wrote:
It's true that d6 can be a more lethal system, but that's one of the things I've always liked about it. That being said I do use a house rule allowing characters to roll stamina (up to their species' str max) to resist damage.

I do something similar. I allow a bonus to damage resistance against stun, brawling, and other non-lethal damage equal to +1 per full die of stamina.

In answer to the conversation about incentivizing players to use cp in "not dying" sort of ways.. I have them keep track of the total cp spent in this fashion. Every story arc (typically 3-5 game sessions), they have a number of "free" dice which can be spent only on "get out of jail" type rolls.. I treat the die code similarly to an advanced skill which starts at 1D after the first 10 points, and advances at double code. Each use reduces the code by 1D until the refresh. I only used this rule for a few months of testing, but it seemed to function adequately. The initial concept was that it would simulate "luck"
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