Tutorials - Experience Points

Experience Points

To manage XP (experience points) and assign abilities / skills to characters, activate the "Experience points" feature.

In the Configuration panel, two options will be available:


If Player Selection is checked, players will see a button on their character page to obtain new abilities, provided they have sufficient XP and meet all prerequisites.

If you have set a value of Undo Period, players will be able to cancel a newly acquired ability for that number of hours: 


Abilities 

To create Abilities (or Skills), first define the type of abilities in the Ability type panel, and click on "Add" to input a new type of ability.

Now go to the Ability panel, and click on "Add" to input a new ability:

Name: Name of the ability

Type: The associated ability type

Cost: XP cost to acquire the ability (If the cost is 0, the ability will be automatically given to the characters).

Description: Explanation of what the ability does

Characters: List of characters to assign this ability to


If "Player selection" is checked, there will also be three additional field: 

Players will be able to obtain only abilities that are: 1) visible, 2) for which the have the required pre-requisites, 3) for which they have chosen the indicated options (as defined here).


Deliveries

To give experience points to characters, go to the Delivery panel, and click on "Add": 

Input the name of the delivery, the amount of experience points to give, and the list of characters to select.


Abilities and deliveries for each character can be selected also in the characters's edit form: 


Rules

You can also configure custom character fields whose value is auto-computed based on the character's abilities; for example, hit points. To do so, go to "Writing / Form" page and create a new field with type "Computed" (this field will not be editable by staff or the player, as it's value will be automatically computed):

Now go to the "Experience / Rules" page to define how this new field should be computed: 

Set as values: 

Abilities: The rule will be applied for all characters with at least one of the abilities. If no abilities are selected, the rule is applied to all character. (Please note that the rule will be applied only one time; if you want separate effects for different abilities, add new rules for them).

Field: The character field whose value will be updated. 

Operation: Either addition, subtraction, multiplication, division. 

Amount: The value of the operation. 


Modifiers

You can define alternative costs for abilities, based on whether the character has already learned certain abilities or meets specific character conditions, for example:

Assign default skills for a class by setting their cost to 0, so all characters of that class automatically gain them.

Block certain skills by assigning a prohibitive cost (e.g., 999) if the character has already learned conflicting abilities or belongs to a restricted class.


Note: If multiple modifiers apply to the same ability, only the first one in the defined order takes effect.


To set up a modifier, go to the "Experience / Modifier" page to define how this new rule should be applied: 

Set as values: 

Abilities: The modifier will be applied to all the selected abilities.

Cost: The new cost to apply.

Pre-requisites: The modifier will be applied if the character has learnt all of the selected pre-requisite abilities. 

Requirements: The modifier will be applied if the character has all the selected options (defined as detailed here).