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How do you deal with Roleplaying XP?
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<blockquote data-quote="barsoomcore" data-source="post: 1253237" data-attributes="member: 812"><p>See, my problem with this is two-fold:</p><p></p><p>1. The notion of a character's character is imprecise and open to interpretation. The player in your example MIGHT choose to stay and study the books, and you might think, "Tom's trolling for magic items again," not feeling that this was a character-based action, and not give him the award, OR he might be thinking, well, my character knows none of these books will be interesting, and move on, which you see as NOT playing to his character, and so he gets less XP bonus, which isn't really fair. Basically, players will get rewarded for how closely THEIR notion of their character coincides with YOURS. Which is unfair to players who aren't very good at articulating their notion of their characters.</p><p></p><p>2. It also encourages players NOT to have their characters do surprising things. Real people do things we don't understand all the time. They surprise us, they change their minds without warning -- people are unpredictable. But in your campaign, if my character does something surprising, I'll get dinged for being "out of character".</p><p></p><p>Now certainly we're all human beings and can communicate and negotiate and figure this sort of thing out, but those two facts for me make this sort of XP award system too imprecise and too dependent on MY whims for me to be comfortable with.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 1253237, member: 812"] See, my problem with this is two-fold: 1. The notion of a character's character is imprecise and open to interpretation. The player in your example MIGHT choose to stay and study the books, and you might think, "Tom's trolling for magic items again," not feeling that this was a character-based action, and not give him the award, OR he might be thinking, well, my character knows none of these books will be interesting, and move on, which you see as NOT playing to his character, and so he gets less XP bonus, which isn't really fair. Basically, players will get rewarded for how closely THEIR notion of their character coincides with YOURS. Which is unfair to players who aren't very good at articulating their notion of their characters. 2. It also encourages players NOT to have their characters do surprising things. Real people do things we don't understand all the time. They surprise us, they change their minds without warning -- people are unpredictable. But in your campaign, if my character does something surprising, I'll get dinged for being "out of character". Now certainly we're all human beings and can communicate and negotiate and figure this sort of thing out, but those two facts for me make this sort of XP award system too imprecise and too dependent on MY whims for me to be comfortable with. [/QUOTE]
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