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<h2>OPTIONAL ADVANCEMENT RULES</h2>
<p>
<em>[Note: The following rules are optional additions for campaign play.]</em>
</p>
<h3>BLITZ</h3>
<p>
Player Characters will gain additional Experience at the end of each battle in
which all enemies fled or were reduced to 0 Hit Points. The amount gained by
each character will be equal to 【5 minus the number of rounds elapsed during
the battle 】; this means that any battle concluded during the sixth round
will grant no additional Experience, while a battle that was completed during
the first round will award five XP to each participant.
</p>
<ul>
<li>
These additional Experience Points are gained by all characters who took
part in the battle (even if they surrendered or fled at a certain point).
</li>
<li>
Combine this with Superiority Points (page 83) for a highly tactical game!
</li>
</ul>
<p class="advice-block">
<strong>It's good if:</strong> You like your battles to be intensely tactical,
and you're okay with your campaign mostly revolving around combat. If you
choose this optional rule, the Game Master will have to spend some more time
making sure each encounter is challenging but also allows for clever
strategies.
</p>
<h3>BOOSTER</h3>
<p>
Each Player Character will automatically gain a level at the end of each
session (in addition to normal advancement).
</p>
<p class="advice-block">
<strong>It's good if:</strong> Your campaign will be relatively short, if the
Players like to have plenty of new tricks every session, and if you don't mind
turning your game into a quickly escalating spiral of mayhem.
</p>
<p>
Depending on the campaign, you might want to use one or more of the optional
rules. You can also introduce new advancement rules halfway through the
campaign, or stop using them if you realize they are doing more harm than
good.
</p>
<p>
What's important for you to understand is that the optional XP rules you apply
will inevitably shift the focus of your game: after all, people generally tend
to do what they're rewarded for.
</p>
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