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2d6 RPG – Experience

Apart from the points given during character creation, experience points are gained in three ways: rolling doubles on 2d6 rolls, performing well during a gaming session, and training.

Adults receive one experience point per achievement, double rolled, training period etc, as outlined below. Child characters gain 1.5 times this; infant characters gain twice this.

XP Target Values (‘Next’)
For the nine trainable Abilities (Dex, Fit, Ref, Str, Spd, Cha, Int, Per, Wil; Luck is not trainable) the number of experience points required to improve an Ability to the next level is the current value multiplied by 12 – except for null and negative values, in which case the target XP is always 12. This value is written in the Next box for each Ability. Each feat has its own target value.

Most rolls in the 2d6 system involve 2d6. When the result is a double, including double ones and double sixes (critical failures and critical successes), the player may add one point to the XP box for the relevant ability. For example, if a player makes a Dexterity-based attack and rolls a double 3, they add one point to the XP box for Dexterity. If doing so increases their XP to the target value in the Next box, they may instantly upgrade that Ability score.

Players should get one experience point for attending a session, another for contributing, at least minimally, to the session’s game, one point for each achievement within the game that is above and beyond expectations and that contributes to the party’s progress (for instance, single-handedly defeating a difficult enemy, devising a good plan to deal with a situation etc), and one point for effectively roleplaying their characters’ positive and negative traits. The game master may award bonus XP as he or she sees fit.

Where an in-game achievement is both exceptionally helpful to the party and an expression of the character’s trait, the player can receive two XP for both elements. Where an achievement is exceptional but selfish and is either irrelevant or a hindrance to the party’s goals, the player will only receive XP on the basis of how true to character it is.

Roleplaying experience points are allocated at the end of a session and can be apportioned as the player sees fit amongst Abilities and Feats.

When characters have sufficient time and resources, they may undertake training to gain experience points towards a specific Ability or Feat. Characters must have an uninterrupted period of eight hours during which time they will do nothing but train. They must also have appropriate tools and resources available to them; for instance, a fighter cannot train a sword skill if she has no sword, and a rogue wanting to improve his bluffing cannot do so without people to lie to.

Training takes Willpower. A player should roll 2d6 + Wil or Fit – (target XP divided by 12) versus a Difficulty of 8 for physical Abilities and Feats (Dex, Fit, Ref, Str, Spd), and 2d6 + Wil versus Difficulty 9 for mental Abilities (Cha, Int, Per, Wil). Failing to meet the Difficulty means the eight hours is wasted and no XP is gained. Beating it means the character earns one experience point for that Ability or Feat. Matching it means the character earns half a point.

For instance, a character wanting to train Charisma would have to spend eight hours talking to people – in a marketplace, say. If the character’s Cha is currently at 3, their target XP is at 36 and their Wil is at 2, they would have to beat 9 by rolling 2d6 + 2 – 3.

It is possible to train for two eight hour periods in one day, although this is very difficult. The Difficulty rises by 3 for the second training attempt in a single day.

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