Red_Rob wrote:I forgot to mention, this sounds kind of awkward at the table. You have multiple dice types combined in differing amounts on the fly, and yet any time you pick up the dice you have to first work out the average and then in addition to checking for success or failure / success margin / critical success or failure, or whatever else comes from the roll, also remember to check whether you beat the average.
I realize this is just anecdotal, but it works out
really well. We've had zero problems at the table with it, and had quite fast task resolution (3 on 3 combats last around 10 minutes).
It's just a matter of knowing what you need to track on the character sheet. In d20, you note the modifier for each ability score; in my game, you note the average value for your skills.
Avoraciopoctules wrote:You are adding a lot of complexity to your game's XP system, and gamers have a limited tolerance for complexity.
I know, I thought of that when I suggested it. The extra look-up time for the compare between the CR of a monster and your average roll for the skill... you'll be doing a look-up for average anyway, for XP purposes, but it is another number for the MC to remember, which makes the game run slower.
I'm sure that some combination of these ideas would work out okay, though. I think we've got some wiggle room, time-wise, before things start feeling clunky.
Are you sure you wouldn't be better served by a simple "XP for quest completion" analogue? Then you could channel that extra complexity into equipment or setting, something that could excite interest from prospective players instead of presenting a bigger learning curve to prospective Mister Caverns.
I've gotten very attached to the notion of gaining XP on skill use: it makes a lot of sense to me, and to my playtesters. It feels most associated to me; honestly, going to anything else would feel like disassociating XP gains from what caused them, and that doesn't sit well with me.
Well, if you want to run a game where the party acquires Plot Juice by hook or by crook to save their home base, giving advancements for every drop added to the Macguffin back home would probably be a good starting point.
In a particular instance of the game, that wouldn't be a bad call.
I am not looking to tie the game down in that much specificity, though.