Presenting some Alternate experience methods (posted with permission) from Bruce Sheffer :

This posting orgially appeared on the Bureau 13 Mailing list.

There are 3 methodologies for earned skill points:

1. These are given as a reward for completing a mission. The number of points are based on the overall and/or individual demonstrated level of success. This is given regardless of previous level so high level characters continue to advance at the same rate as low level. This is very popular among high level characters but almost eliminates any chance of low level characters catching up.

2. Any skill used is allowed an improvement check. The chance is 100-skill percentage (or 20-skill level). Low level skills will almost always improve while high level skills improve slowly if at all. This is a more realistic/organic method but it can cause dissatisfaction among your players of high level characters since they see little improvement (unless they take new skills). Once the level reaches 95% there is a flat 5% chance of success so levels above 100% (20) can be achieved. If skill levels seem to be advancing too quickly, reduce the amount of the reward (1% instead of 5%).

3. Training - any and all skills can be improved by a training regimen under the supervision of someone sufficiently superior to the student. This would primarily cost time in the case of B13 which would be both the time to teach the student and the time the student must wait depending on the availability of instructors.

BTW, in case you didn't notice, all methods eliminate the current experience levels and award system.

Copyright 1999, Outpost Games.
Tri Tac Systems


Note from William Travis : My group currently uses system 2 with new skills being gained by spending skill points earned from leveling.

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Source Material: Bruce Sheffer


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