The (ab)use of Campaign Experience Points

So our group is about to start another campaign and there has been some debate on the proper/balanced use of experience points. An area of concern are that XP dice are not equal in the hands of all.

On one hand, using XP during a campaign game is balanced if everyone has access to them (caveats to this statement, see counter points below). But then issues get cloudy such as:

- Stealth: you make a successful roll. As the opposing Minbari player can I spend an XP point to make you reroll that roll? Is that fair?

- Critical hits: I roll a 1 on the crit table...so I expend an XP point and roll a 4 (weapons) or a 6 (vital). Or reroll to get a 6 result on said chart. Or both if I have the XP! Is this fair?

What if you roll good crit results against me, can I make you reroll them for near harmless 1-1 crits?

What about races whose refits & duties tables are notoriously bad i.e. Dilgar? Is hording XP as a consequence fair? Should there be a cap on the amount of XP which can be banked?

These points brought up by Ripple (hope you don't mind the repost):
--------
- stealth...most often a 50/50 roll, exp dice don't really even out here, if I fail I spend to hopefully hit stealth (I'm not at a 75% chance-ish) assuming I make it, you counter spend reducing me back to a 50/50 roll (given one made one not that should work out, someone check my statistics). But you only have to spend half of the time to counter my spending. This means you have an exp dice advantage to use on your very effective beams.

- interceptors...making an early roll is much more important than making a later roll and for ships without a 'die' style defensive system, they cannot improve their defense cheaply.

- dodge...again...a die style defense that not only negates the damage but the hit.

- beam...beam equiped ships can make much better use of these dice as early hits are effectively provide big bonuses.

- crits...may ships are particularly crit effected while some are not. Being able to manipulate the crit chart resulted in devastating hits being common and return hits being not so common...a crit from a triple damage weapon is huge, a single damage weapon not so much.

The big deal here is exp dice are not earned equally. Some races win battles by the skin of their teeth, losing most of their ships doing so. Some races win by big margins or lose by them. Some races can disengage easily keeping damaged ships intact with exp dice to spare, many ships cannot disengage.

Once someone gets ahead on exp dice they tend to stay there, with a wideing margin as more of their ships survive battles while the guy losing battles tends to have brand new ships with no exp dice.
--------

All valid points. Some suggested workarounds include:

- XP rerolls cannot occur during the game. In other words they can only be spent on refits and special duties.

- The situations in which XP can be used for rerolls is clarified; no crit chart rerolls, etc.

- XP completely taken out.

Ripple, please chime in if I've missed anything.

Wondering if anyone out there has had similar issues with XP rerolls during a game, and what - if any - solutions you came up with?
 
Stealth:

If a result is 50/50, and bidirectional (either one of us can spend the first die, depending on the initial roll's result), then the XP use is, by the 50/50 definition, balanced. This in general suggests that Stealth is balanced (in the main). The ship with extra experience will win out, by large amounts; but it just a mutual experience drain/sink.

In the longer term, the Minbari are worse, simply because they will have to support stealth rolls again and again over time, as every opponent is strongly inclined to use this tactic, and the Minbari only have so many dice to go around.

Note when the roll becomes much less than 50/50 -- Stealth 5+ at range, for example, it stronly favors the side with the Stealth property. Similarly, it's not a good deal for the Tiagra, which now frequently eats Stealth 3+ or less odds due to its range issues.

Interceptors: Yes, but it isn't as powerful as other uses in general (q.v).

Dodge: Again, the 50/50 bidirectionality issue is present. The side with the XP advantage will be able to make it count. Stuff with 3+ dodge gets very dangerous -- primarily, this is the WhiteStar-2, for which this can get a bit abusive.

Beam: Beam is actually a pretty big deal in the right hands, especially against low hull. Yes, beam ships can make a lot of difference on not missing easy beam strikes.

Hull 6 stuff can make some hay against beam stuff by forcing it to reroll, but not that much, comparitively.

Similarly, low damage systems can't get any use at all out of this --- no one in their right mind is going to spend XP dice on boosting Pulse weaponry.

Rerolling Special Actions and Repairs: For some races, this is a bigger deal than others. Ka'Tans and Vorlons really want that second turn on a come about after the first battle pass, and the ISA really wants to make that repair roll when it needs it. Other ships just don't have that use for the dice (such as the Beam Team, which is just going to keep doing what it's going to keep doing, and the Chronos, which really doesn't care what heading you're on).

Crits: Ah, yes, here's the big one. The impact to ship survivability is enormous. I don't think of this offensively as much as defensively. XP dice promote the blocking of criticals, as, while the roll might be bidirectional, it disinclines critical hits. The number, and severity, of criticals, will by and large drop. For ships with already-extant critical issues, this can become an important defensive concept, especially with layered defenses.

My worst-case scenario is a Drakh Heavy Raider with XP, and some luck -- it got the 2 Refit, enhanced GEG. This little thing is Wolverine, damn near indestrutible. GEG can be pierced --- by crits; which I can force you to reroll, and, even if you are precise, I can make go away 60% of the time. I have Dodge, so I can make waves of damage vanish in Dodge rerolls. As I've said before, defenses stack multiplicatively, and I've just gone nuclear -- Dodge, GEG, XP Rerolls ..... and the Heavy Raider is small and can kill things, so it may be able to replace those dice with ease. Yikes!

Simiarly, races that depend on criticals are just Hosed. Consider the Dilgar, who have fully 20% of their firepower invested in Masters of Destruction. Any ship with an XP and a brain in its skull will spend that to make the Bolter critical go away. You might never get to use Bolter MoD again. And there is ZERO chance you'll ever use your Mass Driver (not that you'll ever need it, probably.)

Unopposed XP with criticals gets abusive, too. You'll see the 4 and 6 charts more often than is remotely reasonable, and those ships with Precise DD+ weaponry (Shadows, Vorlons, Minbari, Drakh, some of the ISA and the Vic) will get all the more abusive with time.

Also, your survivability point is very valid. XP will concentrate in defensive races; Vorlons, Drakh, and ISA.

I know I've salivated about the idea of Drakh in a campaign -- the charts are evil and the ships are dangerous, and built for it in the main -- but you're right; XP usage isn't balanced.

However, those chart differences in quality is why, if you're using them, you can't just restrict the XPs to repairs, refits, and duties. The Dilgar and EA charts largely blow; the Drakh, Centauri, and (most) League charts rule. That just ain't balanced.

If you want to use XP, you need to do something like the second item. This is at best a guess. I'd suggest at first that everything after the to-hit rolls are sacrosanct -- once you roll for bulkheads and criticals, that's it, no going back.

This will make the game MUCH deadlier, in my estimation. The game is already about creating damage, and this will just create even more damage.

Taking XP out is just plain simple, comparitively; but it might cause some flavor of the campaign to vanish. Your call when it gets to this point.
 
My two bobs worht. make it so that you can only use your XP to reroll your dice... none of this using your XP to force your opponent to reroll.
 
That erodes the effectiveness of the Stealth trait too much IMO. Technically speaking XP may be used to reroll any die which directly effects your ship, whether or not you rolled it. It would have to be rorolls for both sides on stealth, or no rerolls for either - to keep it fair.

I think no rerolls on crits is the way to go. Indeed CZuschlag, perhaps everything after to-hit rolls are off limits. I can see forcing rerolls on good/bad crits depending on who you are get very annoying.
 
I would also recommend that any ship targetted by a Scout can use dice to counter the Scout's effect. It hasn't affected the target ship yet --- but it will soon!!
 
I would limit XP dice to CQ raise attempts, Extra Duties / Refits, and re-rolling a CQ check for a special action. Anything else, and you're seriously affecting game mechanics.

in KOTJ 3 and 4, I'm allowing ships to earn XP in each round - but they can only be spent between games - refits/duties/CQ.

Chern
 
The Narn refit chart sits in there with the blows refit tables too. Heck, it's the #1 offender with the only pure punishment roll on it's table. Can you spend XP to reroll a nasty roll on the refit table? :lol:
 
I thought you had to first convert your XP in reroll die at the end of a campaign turn, correct ?

Because if it's the way it works it means you know at the beggining of the battle which ship has or not, and how many, dice.

Then is the question "what is considered affecting your ship ?"
or "should you only be able to "reroll" your own dice?"

These are very different options but as a stealth player I understand you can try to reroll a stealth throw BUT how good/experienced is my crew i don't see how then can interfere with your sucess in overcoming my stealth.

Idem res for damage in the other way, XP upgraded my ship and instead of suffering a crit maybe a less vital part has taken the damage. But once my gunners have fired on your ship what happen is what will happen. My throw won't affect MY ship so no reroll for the attacker.
 
CZuschlag said:
As I've said before, defenses stack multiplicatively, and I've just gone nuclear -- Dodge, GEG, XP Rerolls .....

And how many dice have you just burned doing all that?

The whole point of the re-rolls is to give favoured ships a chance of surviving. However, they quickly disappear under a sustained attack - it sounds like someone has been using them very tactically. In which case, they have our blessing!
 
Erm in the first example at the top thats not legal anyay is it? You cant reroll a reroll no matter how many dice you have surely?
 
Locutus9956 said:
Erm in the first example at the top thats not legal anyay is it? You cant reroll a reroll no matter how many dice you have surely?
I don't know if it's official or not, but we play that using XP dice is an exception to this rule. So you could use an XP dice to re-roll a twin-linked or CAF'd weapon. Or, you could re-roll your dice using an XP, your opponent could make you re-roll it again using their XP, you can re-roll it again with your XP....

Since XP are quite hard to come by and (usually) better spent on refits, it doesn't work out to be over-powered. You really burn through XP if you use them like this, and have none left for the next game.
 
Locutus9956 said:
Erm in the first example at the top thats not legal anyay is it? You cant reroll a reroll no matter how many dice you have surely?

I brought this up ages ago on Rulesmasters, and it was ignored by the rulesmasters staff.
 
Here is the unanswered thread, in case anyone can be bothered to bump it:
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=23498
 
Burger said:
Here is the unanswered thread, in case anyone can be bothered to bump it:
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=23498

Still no answer from Rulesmasters too....sigh :roll:
 
Chernobyl said:
I would limit XP dice to CQ raise attempts, Extra Duties / Refits, and re-rolling a CQ check for a special action. Anything else, and you're seriously affecting game mechanics.
I like this approach.
 
Me too - currently the only in combat ways I've seen XP used (against me) is:

a) vs. opponent Stealth rolls
b) On the crit tables for severity
c) on the damage dice when a crit is indicated

they were all MY rolls my opponent made me re-roll!
 
msprange said:
You can't re-roll a re-roll - it is in the rulebook, black and white!
I guess the way we do it is a house rule then. I like it and nobody I've played seems to have a problem with it. XP dice are such a valuable resource that if my opponent wants to flutter them away rerolling and rerolling, I'm perfectly happy to let him! He'll regret next turn when I get a vital systems crit and he has no XP to divert it.
 
It sounds like you just buy reroll on the fly.
I thought you had to spend XP and only then you have some rerolls.

Which is very different from "I have a lot of XP unspent and if you hit me hard I'll use some"

You have to buy the rerolls before the fight which limits greatly their use.
Who would spent 4 or 5 XP in rerolls just in case whereas he can have a good refit or duty?

By the way I'm not sure can you get multiple other duties for the same ship in the same turn ?
 
Na-Po said:
It sounds like you just buy reroll on the fly.
I thought you had to spend XP and only then you have some rerolls.

Which is very different from "I have a lot of XP unspent and if you hit me hard I'll use some"

You have to buy the rerolls before the fight which limits greatly their use.
Who would spent 4 or 5 XP in rerolls just in case whereas he can have a good refit or duty?

By the way I'm not sure can you get multiple other duties for the same ship in the same turn ?

You buy the reroll on the fly.

Dave
 
Back
Top