knightwriter Posted December 10, 2010 Report Share Posted December 10, 2010 Absolutely nuttin...okay just had to finish saying that. But seriously. I'm sure I missed something but can't seem to find the reason why experience points are added to creatures. For example, in the Beastiary (6E), the Werewolf on page 180 has an xp total of 223. I'm guessing this has something to do with the creation of the creature and not an amount that the players would recieve as this contradicts the rules for give players character points. Any help with this conundrum would be appreciated. Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted December 10, 2010 Report Share Posted December 10, 2010 Re: Experience Points...what are they good for? Essentially it's a bookkeeping convention, an addition to the character sheet for Non-Player Characters to make the points total for the Complications side of the sheet balance the total for Characteristics/Powers/Skills etc., the way they do for Player Characters. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted December 11, 2010 Report Share Posted December 11, 2010 Re: Experience Points...what are they good for? You have to know how many points were used to build the character so that you can gauge roughly how powerful they are. It's a point based game after all. Quote Link to comment Share on other sites More sharing options...
Vondy Posted December 11, 2010 Report Share Posted December 11, 2010 Re: Experience Points...what are they good for? Its a misnomer used in common convention. Such points are not properly "experience points," but "additional construction points." In truth, only characters who gain points during play have "experience points." Since most builds are Base Points + Complication Points, what do you call points beyond that? The convention: "experience points." Personally, I think it makes more sense to express creatures with a greater base number of base points + complications and not reference experience points. Even with player characters, "experience points" model a style of play that loosely mimics the levels system in terms of how players are rewarded. Ergo, that characters start weak and get stronger over time. That works for budding hero becomes great wizard or king style story arcs. And sometimes those are fun. But, in much fiction characters abilities remain relatively static. They may gain and lose various perks and complications along the way, but overall they don't change that much. Conan's "build" remains essentially the same throughout the various stories he appears in, for example. Experience points are useful for representing a specific type of character growth for specific kinds of narrative arcs. If you're building a creature, or running a game in which perks and complications are what change (and can serve as currency for one another), they don't, as you say, amount to much. Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted December 12, 2010 Report Share Posted December 12, 2010 Re: Experience Points...what are they good for? Earlier versions of Champions used to call these points "Villain Bonus" (or sometimes NPC "Hero Bonus"), which may be closer to the intent of them. Quote Link to comment Share on other sites More sharing options...
The Main Man Posted December 12, 2010 Report Share Posted December 12, 2010 Re: Experience Points...what are they good for? They represent any difference over the base cost of a character, which can be good to know for AIs, Bases, Computers, Followers, Duplication, Multiform, Summon, and Vehicle purposes. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted December 14, 2010 Report Share Posted December 14, 2010 Re: Experience Points...what are they good for? Steve explains his reasoning for the point structure on page 23 of the Bestiary in the siebar. Quote Link to comment Share on other sites More sharing options...
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