“The Castoff Method” | A Different Approach to XP in Numenera

What I am referring to as the “Castoff Method” is simply the XP structure as it appears in the video game Torment: Tides of Numenera. The purpose of this is to provide a different structure for character advancement while still keeping the task resolution mechanic and character construction in place.

This is particularly great for groups that want a slightly more traditional fantasy-style RPG system; as such, they may want to consider including some standard XP award mechanisms like earning it from victory in combat, finishing a quest, or completing a session.

The Math

Essentially we’re multiplying the cost of 1 XP by 45. So everything that costs 1 XP in the game now costs 45 XP.

Characters still advance through 6 Tiers, purchasing four Advancements before going on to the next Tier. Normally, this costs 4 XP per advancement, but here we’re going to have it cost 180 XP.

Tier #
Advancement 1 = 180 XP
Advancement 2 = 180 XP
Advancement 3 = 180 XP
Advancement 4 = 180 XP

720 XP per Tier. 4,320 XP for total character advancement. With this much XP in play, you will want to award XP a bit more often, and may wish to consider granting XP for the defeat of creatures. Base this XP award on the target number of the creature defeated. (A Level 1 creature will award 3 XP).

This is a very different approach than what the Cypher System offers; however, it can make the game feel a little bit more familiar to traditional fantasy RPG mechanics if you prefer that. Torment: Tides of Numenera works as a sort of proof of concept to demonstrate that you can in fact count XP this way and still hold on to a good bulk of the Cypher System.

Leave a Comment