Maybe I’ve missed it in the posts, but has anyone contemplated a system for getting stat advancements into the XP…

Maybe I’ve missed it in the posts, but has anyone contemplated a system for getting stat advancements into the XP…

Maybe I’ve missed it in the posts, but has anyone contemplated a system for getting stat advancements into the XP advancement mix?

I have been running this a bit (3 sessions so far) for friends, a couple of whom are familiar with other Powered by the Apocalypse games. The lack of stat advancement is throwing us for a loop.

I am contemplating attaching the stat boosting skills from backgrounds to each career for advancement purposes or coming up with one or two experiences which are directly tied to +1 in a given stat (and maybe limiting it to two stat improvements per character). Thoughts?

Specific Concept: Two unrepeatable Dungeon World inspired experience methods. After each is used, cannot be selected again to grant any other stat-skill.

1) Failure with Stat X gets someone killed, trapped, or captured.

2) Success with Stat X brings safety or treasure.

Either way, the game has been pretty great, although I am still uncomfortable improvising in sci-fi in comparison to fantasy or modern settings.

6 thoughts on “Maybe I’ve missed it in the posts, but has anyone contemplated a system for getting stat advancements into the XP…”

  1. Interesting. I will probably run mostly one shots as that is the only thing I have time for now but I wonder if you were to try it without stat bumps this time around how it would work

  2. I’d love to hear how it turns out! My reasoning for not offering stat increases was to keep a relatively flat curve (a single +1 in a 2d6:10+/7-9/6- system is huge.) and I’ve had unfortunate experiences with Dungeon World, where it’s possible for a character to have +4 to a stat, which didn’t lead to very fun play 🙁

    Suggestion: Instead of choosing a Career to pursue, allow a character to pick an Origin to pursue. Their xp triggers will have to do with living that lifestyle for extended periods of time. For example, if I wanted my character to pick up an increase to Physique, I could choose to pursue a Brutal lifestyle. My character would live like a barbarian, or become a gladiator, or work in a war zone. By the end of it, I’d spend my XP and gain a Brutal skill: Branded (with an appropriate scar/brand to match the experience)

  3. If it capped at +3 I totally missed that. The Ranger was able to get an easy +4 thanks to his Pet. My bad. Though it turned out to be a good test case which led me to a preferred flatter curve.

  4. That’s a good point, I think I like capping stats at +2, whatever method I use. But we’ve got a military character who seems to be taking more command roles so I’m contemplating how to have him grow into it.

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