Editing Xia: Game Systems

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Players might perceive "Chi Breaker" as being quite a weak power at the start of the game, but it is one that grows in utility as they and their enemies advance, as there are many sources of extra attacks available to a skilled Xia.
 
Players might perceive "Chi Breaker" as being quite a weak power at the start of the game, but it is one that grows in utility as they and their enemies advance, as there are many sources of extra attacks available to a skilled Xia.
  
'''Timing:''' Note that Defence is always declared after Attack, so the active player must finish declaring all his active effects before the defender declares any defence effects. There are specific exceptions to this rule (notably ''Chi Celerity'' above) which are flagged with [[Xia: Glossary of Keywords|Keywords]].
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'''Timing:''' Note that Defence is always declared after Attack, so the active player must finish declaring all his active effects before the defender declares any defence effects. There are specific exceptions to this rule (notably ''Chi Celerity'' above) which are flagged with [[Glossary of Keywords|Keywords]].
 
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The game system unashamedly goes for a "quick and easy" solution to these tasks.
 
The game system unashamedly goes for a "quick and easy" solution to these tasks.
  
The GM selects the trait (physical, social or mental) that best applies, and the Trigram that seems most appropriate. He then totals them, and decides from that number whether the task succeeds or not.
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The GM selects the trait (physical, social or mental) that best applies, and the Trigram that seems most appropriate. He then totals them, and decides fromt hat number whether the task succeeds or not.
  
 
How he scales this is up to him! Bear in mind though that an average human will have a score of 1 on most tasks, and an average kung fu hero a score of 4 to 5. He should decide what sort of things he wants his players to be capable of, and determine according to that! As a good rule of thumb, if you're not sure, and if it doesn't hurt the story then allow players to succeed!
 
How he scales this is up to him! Bear in mind though that an average human will have a score of 1 on most tasks, and an average kung fu hero a score of 4 to 5. He should decide what sort of things he wants his players to be capable of, and determine according to that! As a good rule of thumb, if you're not sure, and if it doesn't hurt the story then allow players to succeed!
 
GMs and Players who particularly desire a game system for unopposed tasks can check out the optional rules for [[Xia: Skill Tests|skill tests]], though these are not by default part of the core game rules.
 
 
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=Experience=
 
=Experience=
 
==Earning XP==
 
==Earning XP==
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* 1 XP for turning up. Everyone gets this!
 
* 1 XP for turning up. Everyone gets this!
 
* 1 XP for style. Basically the GM gives this bonus if the session was awesome fun. Either everyone gets it, or no-one gets it.
 
* 1 XP for style. Basically the GM gives this bonus if the session was awesome fun. Either everyone gets it, or no-one gets it.
* 1 XP for success. The GM gives this bonus if the Xia succeeded in a major goal during the session, for example attaining the secrets they were seeking or defeating a powerful enemy. Again, either everyone gets it or no-one gets it. If the players have won most of their conflicts this session, be generous and give them this point!
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* 1 XP for success. The GM gives this bonus if the Xia succeeded in a major goal, for example reaching the end of a story arc, or defeating a nemesis. Again, either everyone gets it or no-one gets it.
 
 
Additionally, the GM can choose to give out bonus XP at the end of story arcs, when exceptionally powerful foes are defeated, etc.
 
 
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==Spending XP==
 
==Spending XP==
 
<br> Players can spend their XP at the start or end of a game session, but not during a session.
 
<br> Players can spend their XP at the start or end of a game session, but not during a session.

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