higgins wrote:A separate fully fledged experience category one needs to remember keeping track of in the middle of the game? That alone is a deal breaker for me. Waaaaay more minutiae tracking that I could ever be bothered with. Add a roll to that mechanic and I don't understand you.
Were those the pure rules, i would agree. However, i think you will find this: the way i have this set up on the character sheet makes it still two table lookups less complicated than Advancement in the Burning Wheel.
For instance, a row in a character's skill list might look like this:
Skill Name here - Skill Rank here - Ex.: [_] [+1] [_] [+2] [_] [+3] [_] [+4]
where [_] is a checkbox tracker
not pictured: the fact that the +1, +2, ... are below or above the checkbox.
the takeaway here is, the (exp/2) from before was a shorthand.
I would say: If that is too much bookkeeping, so are SA. ;p
Add a division mechanic on top of that roll and I suspect you of methodical torture. If I were playing under that kind of system, I'd simply accept that skills cannot be raised after character creation and build my character around that fact, as I just couldn't be arsed with such bookkeeping.
I'm inclined to take that as a compliment.
EinBein wrote:Rolling for skill advancement always lets me remember our long-lasting The Dark Eye 2nd to 3rd edition group fifteen years ago

Our Rogue (they call it "Streuner" in German) on "level" 14 was so superior to any other character due to constant luck on his advancement rolls, that he could easily outdo any fighter during combat and still being VERY successful in his own field of trade.
I swore to never play a game with random advancement again
Sorry for that nemedeus, but that's a bit too much oldschoolness

the difference is that levels are a metagame thing that doesn't exist in my system.
I also have countermeasures installed, for as stated above:
1. on a failed advancement roll, only 1 experience is expended.
2. only when the advancement roll succeeds is all experience is expended.
I agree otherwise, but only because TDA is a badly designed system imo, no matter the edition -- except, apparently, the recent 5th, which the TDA playerbase largely despises for not being 4th edition.
Seriously, one of my best friends told me he swore to never play 5e, and he can't even tell me what exactly he dislikes about it. maybe it's the lack of additional columns on the "skill advancement cost table", or maybe he just hates that he can't cheese the character creation as much as 4th, for oh i know how he likes to create characters... It's like an entire separate hobby to him.
Marras wrote:I have run two games with rolled skill advancement. One was Praedor, a Finnish RPG. Back then our (much more active) group was against rolls and so we made a table based on average rolls that we used to know how much XP was needed to make a raise.
I used to hold the opinion that there should never be any rolls that determine character values in any way. That was many years ago, mainly due to the aforementioned TDA 2nd and 3rd edition being the only games where i had seen such a mechanic.
Nowadays i think that, in an ultimately simulationist system, rolls are probably more representative of reality than "XP" from other games.
The second game was RQ6 and then players didn't mind the rolls. It was pretty simple bookkeeping and all the advancement rolls were made at the end of the about 4h session. So, no biggie.
Never played it, feels like i missed out.