@HelloProject said in How Do I Headwiz?:
@Ganymede said in How Do I Headwiz?:
@HelloProject said in How Do I Headwiz?:
I basically went into this project with zero intention of using XP at all. My intent was always to entirely replace XP with something else. I highly recommend reading the DICE system and seeing how what you want to do would apply to that.
The DICE System doesn't really eliminate XP at all, from what I read. It simply eliminates the idea of advancement without doing anything. Instead, the DICE System seems to permit improvement when you spend Time to do so, which is sort of how I envision handling XP in my system. (To wit: spend X Time, get 1 XP.) And I like how the DICE System makes you choose between character advancement and developing character assets.
Then that does kind of bring up a good question.
Is there a way to eliminate XP? Should I even try? People have seen my game thread and my concept, is the elimination of XP an endeavour worth pursuing, or should I just try to refine XP to work in a way that's not shitty?
Anime-based stuff is always going to be a headache. Because on the one hand, you have power levels, which is conducive to XP. But then on the other hand, you have (as famously ubermemed by DBZ) the fact that when push comes to shove, power levels don't mean jack or shit.
I would rather divide the player base into tiers: Protagonist, Support, Sidekick, Antagonist, Henchman, Disposable, etc., and then instead of XP, give them something akin to the Unisystem's Drama Points, which are basically points you can spend "in the moment" to do things that you normally couldn't (or that are special in some way or another). Have a system that allows a character to spend enough "power points", or "hero points", or whatever, to "jump up" a category for a moment.
Maybe if you spend 5 points as a Sidekick, you can do something at the Protagonist level--suddenly Krillin busts out a badass Destructo Disc that cuts Vegeta's tail off, or Piccolo kills Raditz (and Goku, SPOILER) with his Special Beam Cannon. They're not on the main Protagonist/Antagonist level, but they can be momentarily. Otherwise, their abilities all function at the lower tier and any inter-tier interaction is a. nominal, and b. always going to end up in favor of the higher tier.
You can probably make it more nuanced by making there be more than three basic tiers--make it 5, make it 7, whatever you need. But this basically provides a way for a consent-based game that has a mechanic for back up the different power levels intermingling and affecting each other while respecting the "does he have the heart/balls/spirit/soul/resolve to do the thing" trope that so much Anime runs on.
(extra e.g.: that moment where a character normally thought of as weaker than the protagonist loses their shit and wails on someone much, much more powerful than them for a prolonged period of time can be the outcome of a player blowing ALL their special points. Of course, once the scene's over, they're out of points and probably exhausted and useless for a while...)
P.S. This would also be a good system for comic book MUs, especially if you separated the categories of levels. Like, Superman has Strength 10. Metallo has Strength 8. Sure, Superman is far stronger, but Metallo's close enough to go a few rounds anyway, and he can spend special points to do "Strength 10 stuff". Same can be applied to pretty much anything.