Experience rewards in Rifts

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Experience rewards in Rifts

Unread post by Colt47 »

Just curious, but how much experience do you other GMs out there give out in a typical Rifts game? I know at the local game we generally go from level 1 to around level 4 or 5 pretty fast (generally make level 3 after the first six or so sessions), while online I'm seeing experience move along at a snails pace, like 100-150 experience per session.
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Re: Experience rewards in Rifts

Unread post by jaymz »

I would think that typically online sessions do have as much going on in a given session in comparison to a face to face session but that could just be me.

Depends on the GM though honestly

I had one GM who gave lots of extra XP for playing in character and thinking for session we didn't even roll dice during.

I had another GM who didn't give any and just told us when we levelled up.

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Re: Experience rewards in Rifts

Unread post by Killer Cyborg »

Colt47 wrote:Just curious, but how much experience do you other GMs out there give out in a typical Rifts game? I know at the local game we generally go from level 1 to around level 4 or 5 pretty fast (generally make level 3 after the first six or so sessions), while online I'm seeing experience move along at a snails pace, like 100-150 experience per session.


I was always more along the 100-150 range per session, on average.
It wasn't unusual for somebody to get 300+... but it wasn't unusual for somebody go get 0-50 either.
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Re: Experience rewards in Rifts

Unread post by MaxxSterling »

Depends on what's happening, but usually 500 average I'd say, but some nights are 3500 and some nights are ZERO.
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Re: Experience rewards in Rifts

Unread post by Colt47 »

If I remember correctly, the way it works with the GM I have right now is that we are earning more experience if a skill roll fails than if it succeeds, since the general idea is that the character learns from their mistakes a bit faster than their successes. It's sort of like the reverse of what the default Rifts experience rewards go by with skill usage. 50-150 experience per failure on skills depending on the skill and it's importance to the situation, 25 experience if it succeeded.
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Re: Experience rewards in Rifts

Unread post by The Dark Elf »

We chat alot and this is an average (if its time to discover a new town then they barely get any that session. If its the final fight then there may be some big scores etc.) But generally:

1000 per four hour session (PFRPG mainly btw).
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Re: Experience rewards in Rifts

Unread post by Damian Magecraft »

I run my games as if they were a TV show with an ensemble cast (the PCs) with each adventure representing one hour long "episode" of the current "season" (over reaching story arc) with a "season" lasting for 15 to 25 "Episodes" (dependant completely on the over all arc and how long it takes to tell). Each episode is self contained but drops tidbits and clues to the seasons arc.
I reward exp at the end of each "Episode."
Typically each "episode" is designed to reward any where from 800 to 1600 exp per player. Typically it averages out to roughly 1000 to 1200 per player depending on level of participation, actions, etc...
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Re: Experience rewards in Rifts

Unread post by Akashic Soldier »

If my players step out of a city I just constantly throw horrible, horrible things at them in an endless wave of absurdity and madness. Those who do not die or avoid being turned into the rape slaves of disgruntled xenophobic redneck Forest Wardens generally level up rather quickly to about the mid-level range. (3-5). Anything higher than that is rather slow leveling. If you are actually interested checkout BETWEEN DISASTER & ATROCITY in my signature. If you scroll through you will find the experience point awards each players received per session in a single post.
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Re: Experience rewards in Rifts

Unread post by Noon »

Colt47 wrote:Just curious, but how much experience do you other GMs out there give out in a typical Rifts game? I know at the local game we generally go from level 1 to around level 4 or 5 pretty fast (generally make level 3 after the first six or so sessions), while online I'm seeing experience move along at a snails pace, like 100-150 experience per session.

Coincidentally I'm currently running a game that, barring death and dismemberment, should get them to level 5 in 8 to 10 sessions. So similar to your pace.

Yeah, some people go at a snails pace.

Without any direct connection between opponent (or situation) and XP, it's not really possible to say they are doing it wrong. You just have to hope not to land in games like those.
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Re: Experience rewards in Rifts

Unread post by Akashic Soldier »

Panomas wrote:
Akashic Soldier wrote:If my players step out of a city I just constantly throw horrible, horrible things at them in an endless wave of absurdity and madness. Those who do not die or avoid being turned into the rape slaves of disgruntled xenophobic redneck Forest Wardens generally level up rather quickly to about the mid-level range. (3-5). Anything higher than that is rather slow leveling. If you are actually interested checkout BETWEEN DISASTER & ATROCITY in my signature. If you scroll through you will find the experience point awards each players received per session in a single post.


Remind me to only play in one of your campaigns if

My character is 15th level-
The other players are 15th level-

I have also aquired something personal about you, so that I can blackmail you into humiliationless-survival.

:lol:


I actually get a lot of compliments on how I run a game. :lol:
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Re: Experience rewards in Rifts

Unread post by Chronicle »

I usually end up with 1000-2500 per person ( i lump the exp together for shared experience IE: Great threats, rescue lots of people, life endanger sort of group thing then add up individual extras depending on specific actions)
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Re: Experience rewards in Rifts

Unread post by Tadrith »

I generally award the PCs level*100 in XP at the end of each session as a base award. If only a few players show up when others don't everyone who's there gets either a little XP or some sort of bonus in game, all other XP awards are based on what happens in the game, if the PC dosn't do anything they get base XP and nothing else. I fell this lets everyone progress even if they don't have a chance to shine that game but if I have a player who's only coasting with the min XP award then I'll take them aside and see if we can work out whats up.
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Re: Experience rewards in Rifts

Unread post by Icefalcon »

My games typically award 500-1500 xp per session. Sometimes it is smaller if nothing happens in the session and sometimes it is larger if they overcome some major obstacle.
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Re: Experience rewards in Rifts

Unread post by Giddoen »

Icefalcon wrote:My games typically award 500-1500 xp per session. Sometimes it is smaller if nothing happens in the session and sometimes it is larger if they overcome some major obstacle.



I in line with Icefalcon, I just go down the GM xp sheet with my players and we discuss each line item. I feel the players get to tell me why they deserve XP for said item and the rest of the party either agrees or disagree's so far (5 sessions in) its working I as the GM have final say but so far they have all been pretty fair!

Course I also have a great group of players!

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Re: Experience rewards in Rifts

Unread post by Natasha »

500 + earned experience based on the general performance unless something specific jumps out at me. I thought about trying out being more specific but cannot bring myself to do the bookkeeping. Basically I give this, 600 to 900 per session which last about 4 hours.
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Re: Experience rewards in Rifts

Unread post by scottypotty »

In a game so flexible with seemingly few constants and exceptions to almost every rule in another book, I like to just be told when I go up a level. I've done this in the past myself with other games that use experience points and levels. I feel it takes the pressure off of players to get more powerful and helps them focus on just playing their characters and having fun. Unless crunching numbers and statistics is one of the reasons you like to roleplay, then ignore everything I just said.
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Re: Experience rewards in Rifts

Unread post by Icefalcon »

scottypotty wrote:In a game so flexible with seemingly few constants and exceptions to almost every rule in another book, I like to just be told when I go up a level. I've done this in the past myself with other games that use experience points and levels. I feel it takes the pressure off of players to get more powerful and helps them focus on just playing their characters and having fun. Unless crunching numbers and statistics is one of the reasons you like to roleplay, then ignore everything I just said.

My group has been using this method in other games recently. I have been thinking on using it in mine just to make things easier.
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Re: Experience rewards in Rifts

Unread post by MADMANMIKE »

I find it amazing that people can come up with an estimate for this. Game sessions are all unique.

Experience allocation is why I designed the Game Master Experience Log. I don't have players roll against skills unless there's a reason for it to be difficult to succeed (ie, under pressure, during combat, etc.), but I put hash marks on the form for every action that warrants it. At the end of the session, add it up.
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Re: Experience rewards in Rifts

Unread post by drewkitty ~..~ »

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Re: Experience rewards in Rifts

Unread post by flatline »

It all depends on the GM and pace of the game.

I haven't played in a while, but it was pretty typical to reach 3rd level in 4-6 sessions. And then 4th level in another 4-6 session after that.

500-1500 experience was pretty typical for an 8 hour session.

It really matters less in Palladium's games than in other systems since OCCs are usually front-loaded when it comes to abilities, but even so, it's important that the players feel like their characters are progressing. If you're all still 1st level after 4 or 5 sessions, then in my opinion, the GM is doing it wrong.

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Re: Experience rewards in Rifts

Unread post by Colt47 »

flatline wrote:It all depends on the GM and pace of the game.

I haven't played in a while, but it was pretty typical to reach 3rd level in 4-6 sessions. And then 4th level in another 4-6 session after that.

500-1500 experience was pretty typical for an 8 hour session.

It really matters less in Palladium's games than in other systems since OCCs are usually front-loaded when it comes to abilities, but even so, it's important that the players feel like their characters are progressing. If you're all still 1st level after 4 or 5 sessions, then in my opinion, the GM is doing it wrong.

--flatline


Palladium likes to front load options, but that doesn't mean using those options is a good idea. The character sheet literally lists the success rate of all skills flat out, and unless the GM is being gracious and doing some difficulty adjustment in the background most skills are like gambling in a casino early on. It works when the game is being played such that the characters are the equivalent of interns being run through a sieve in a sadistic gambit to see who survives (Note: I'm looking at you Akashic, not that it isn't fun to do! :D ), but the game requires level 4-6 characters to play generally competent adventurers. This tends to be in contrast to Pathfinder, D&D, and some of the Tri-stat BESM games I've been through.
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Re: Experience rewards in Rifts

Unread post by flatline »

Colt47 wrote:
flatline wrote:It all depends on the GM and pace of the game.

I haven't played in a while, but it was pretty typical to reach 3rd level in 4-6 sessions. And then 4th level in another 4-6 session after that.

500-1500 experience was pretty typical for an 8 hour session.

It really matters less in Palladium's games than in other systems since OCCs are usually front-loaded when it comes to abilities, but even so, it's important that the players feel like their characters are progressing. If you're all still 1st level after 4 or 5 sessions, then in my opinion, the GM is doing it wrong.

--flatline


Palladium likes to front load options, but that doesn't mean using those options is a good idea. The character sheet literally lists the success rate of all skills flat out, and unless the GM is being gracious and doing some difficulty adjustment in the background most skills are like gambling in a casino early on. It works when the game is being played such that the characters are the equivalent of interns being run through a sieve in a sadistic gambit to see who survives (Note: I'm looking at you Akashic, not that it isn't fun to do! :D ), but the game requires level 4-6 characters to play generally competent adventurers. This tends to be in contrast to Pathfinder, D&D, and some of the Tri-stat BESM games I've been through.


It all comes down to whether you roll against a skill whenever the skill is used or just when something non-mundane is being attempted. I knew a GM that made you roll against your pilot:automobile skill to start the car and back out of the driveway. We replaced him mid-session.

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Re: Experience rewards in Rifts

Unread post by Colt47 »

flatline wrote:
Colt47 wrote:
flatline wrote:It all depends on the GM and pace of the game.

I haven't played in a while, but it was pretty typical to reach 3rd level in 4-6 sessions. And then 4th level in another 4-6 session after that.

500-1500 experience was pretty typical for an 8 hour session.

It really matters less in Palladium's games than in other systems since OCCs are usually front-loaded when it comes to abilities, but even so, it's important that the players feel like their characters are progressing. If you're all still 1st level after 4 or 5 sessions, then in my opinion, the GM is doing it wrong.

--flatline


Palladium likes to front load options, but that doesn't mean using those options is a good idea. The character sheet literally lists the success rate of all skills flat out, and unless the GM is being gracious and doing some difficulty adjustment in the background most skills are like gambling in a casino early on. It works when the game is being played such that the characters are the equivalent of interns being run through a sieve in a sadistic gambit to see who survives (Note: I'm looking at you Akashic, not that it isn't fun to do! :D ), but the game requires level 4-6 characters to play generally competent adventurers. This tends to be in contrast to Pathfinder, D&D, and some of the Tri-stat BESM games I've been through.


It all comes down to whether you roll against a skill whenever the skill is used or just when something non-mundane is being attempted. I knew a GM that made you roll against your pilot:automobile skill to start the car and back out of the driveway. We replaced him mid-session.

--flatline


Does the rulebook explain anywhere when someone is supposed to use a skill check in concrete terms and not with some kind of floaty relativistic explanation?
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Big Joe: We need you to enchant this Liver, this heart, and these kidneys.

Norbu: :shock:
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Re: Experience rewards in Rifts

Unread post by Colt47 »

Ubistvo wrote:
Colt47 wrote:Does the rulebook explain anywhere when someone is supposed to use a skill check in concrete terms and not with some kind of floaty relativistic explanation?


I don't think a rulebook is necessary for common sense. ;)

It is not necessary to roll computer operation to turn a computer on or read sensory equipment to turn off your alarm clock.

If you're driving down the street and 65 mph and trying to cut someone off to get around someone or avoid a crash, it's much more relevant.


It's necessary to have a common starting point for players coming from different backgrounds. Common sense isn't as concrete between individuals as an x, y statement. :-?

Also, considering the reply that probably means there isn't anything in the books or the books have conflicting statements.
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Big Joe: We need you to enchant this Liver, this heart, and these kidneys.

Norbu: :shock:
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Re: Experience rewards in Rifts

Unread post by Colt47 »

Ubistvo wrote:
Colt47 wrote: It's necessary to have a common starting point for players coming from different backgrounds. Common sense isn't as concrete between individuals as an x, y statement. :-?

Also, considering the reply that probably means there isn't anything in the books or the books have conflicting statements.



I would think the statement "It is not necessary to roll computer operation to turn a computer on or read sensory equipment to turn off your alarm clock." would be agreeeable to most people as a common sense statement.

But if you disagree, and you're GM or you can convince your GM, it's your group's decision! Palladium is malleable with the rules, if anything.

One rule my GM brought over into our game is the rule that upon leveling, only the skills you used (whether successfull or not) can be raised. Can't say I like the rule, but he's GM, and the rule is universally applied, so I'm cool with it.

As for the RUE, I checked and did not not find anything applicable other than the statement that most skills are related to the character's ocupation.


The original question wasn't about peoples thoughts as much as if something is stated in the book or not.
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Re: Experience rewards in Rifts

Unread post by Colt47 »

Ubistvo wrote:
Colt47 wrote:The original question wasn't about peoples thoughts as much as if something is stated in the book or not.


Considering you were the original poster, I 'd think that you would actually know what the original question was. Or at least go back and confirm it is what you claim it is before accusing someone of not answering the original question.


But here it is, so you don't have to go back and read it again.

Colt47 wrote:Just curious, but how much experience do you other GMs out there give out in a typical Rifts game? I know at the local game we generally go from level 1 to around level 4 or 5 pretty fast (generally make level 3 after the first six or so sessions), while online I'm seeing experience move along at a snails pace, like 100-150 experience per session.


No reference to a book. So no, it wasn't.


Does the rulebook explain anywhere when someone is supposed to use a skill check in concrete terms and not with some kind of floaty relativistic explanation?


Meant the one involving the skill usage. I was looking and didn't find anything. :)
Norbu the Enchanter: Hello friends! What brings you to my shop today?

Big Joe: We need some things enchanted to take a beating...

Norbu: Perhaps you want your weapons enchanted? Or maybe a shield or sword? I can even enchant armor!

Big Joe: We need you to enchant this Liver, this heart, and these kidneys.

Norbu: :shock:
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Re: Experience rewards in Rifts

Unread post by Noon »

MADMANMIKE wrote:I find it amazing that people can come up with an estimate for this. Game sessions are all unique.

You think it escapes the capacity to work out an average?
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Re: Experience rewards in Rifts

Unread post by Noon »

Colt47 wrote:
Ubistvo wrote:
Colt47 wrote:Does the rulebook explain anywhere when someone is supposed to use a skill check in concrete terms and not with some kind of floaty relativistic explanation?


I don't think a rulebook is necessary for common sense. ;)

It is not necessary to roll computer operation to turn a computer on or read sensory equipment to turn off your alarm clock.

If you're driving down the street and 65 mph and trying to cut someone off to get around someone or avoid a crash, it's much more relevant.


It's necessary to have a common starting point for players coming from different backgrounds. Common sense isn't as concrete between individuals as an x, y statement. :-?


It depends - people who get that 'common sense' on a matter, if surveyed between about a thousand people, would get more than just one single answer - well, they'd understand that their idea of common sense might not match yours. Where as the people who don't get that 'common sense' is rarely universal (ie, people arguing with you here), well, ironically they are the ones who need x, y statements the most, yet they are the ones who will argue the hardest that they don't need x, y statements.

In the end I agree it'd be nice to play the game Kevin wrote, rather than getting vague descriptions and wondering 'Eh, I wonder if what I'm doing has absolutely anything to do with the game Kevin runs? Or do we have nothing in common?'.
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Re: Experience rewards in Rifts

Unread post by drewkitty ~..~ »

drewkitty ~..~ wrote:Thinks I know the background for the question so declines to make my comments public.

Since I am no longer in that game I feel no need to restrain my comments.

Nursaburn is using the individual exp. scoring system that uses the strict following of the EXP table.
This is what make him seam to be giving out piddling amounts of exp. to the chars that can't fight the big monstrosity the high powered chars get to fight.

This was a minor reason of why I ended up leaving his game.
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glitterboy2098
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Re: Experience rewards in Rifts

Unread post by glitterboy2098 »

honestly, i'd use the roleplay XP rewards from the table as individual, and do the "defeat a monster" XP rewards for the entire group that was present, whether they did much of the fighting or not.

and i say this as a person who prefers to play the strong characters who can take on those big monsters. IMO, even if they didn't inflict one point of damage, that character was still part of the battle, and still a part of its outcome. even if all they did was be the guy/girl who needed protection from the monster because of their less powerful nature.
the XP is for getting through the battle, not the damage dealt.
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Noon
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Re: Experience rewards in Rifts

Unread post by Noon »

and i say this as a person who prefers to play the strong characters who can take on those big monsters. IMO, even if they didn't inflict one point of damage, that character was still part of the battle, and still a part of its outcome. even if all they did was be the guy/girl who needed protection from the monster because of their less powerful nature.
the XP is for getting through the battle, not the damage dealt.

Aye, being scared witless IS an experience!
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ZorValachan
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Re: Experience rewards in Rifts

Unread post by ZorValachan »

Chronicle wrote:I usually end up with 1000-2500 per person ( i lump the exp together for shared experience IE: Great threats, rescue lots of people, life endanger sort of group thing then add up individual extras depending on specific actions)


This is what I mostly did. back in the day it was 'standard' in 3 different systems we played, so it was 'natural' for us. I did a LOT of converting D&D adventures into PFRPG rules and kinda kept EXP costs. so that transferred to Rifts when Rifts came out.

My latest Rifts was about 200-500 per session. We were playing a harsher/grittier game so it reinforced that idea.
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Colt47
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Re: Experience rewards in Rifts

Unread post by Colt47 »

drewkitty ~..~ wrote:
drewkitty ~..~ wrote:Thinks I know the background for the question so declines to make my comments public.

Since I am no longer in that game I feel no need to restrain my comments.

Nursaburn is using the individual exp. scoring system that uses the strict following of the EXP table.
This is what make him seam to be giving out piddling amounts of exp. to the chars that can't fight the big monstrosity the high powered chars get to fight.

This was a minor reason of why I ended up leaving his game.


The question was a bit broader in scope than just his game. It's just that when I was playing his game it seemed like I was noticing a trend and wanted to check to see what everyone else did for experience. ;)
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