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How do you deal with Roleplaying XP?
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<blockquote data-quote="Quickbeam" data-source="post: 7356" data-attributes="member: 635"><p>I have two completely separate responses to the situation you described:</p><p></p><p>1) I can't fairly assess whether you were being too lenient since I'm not aware of how much XP was awarded. I certainly don't think you were being to harsh regardless of how much XP was doled out to the other players. IMC, the players frequently break the golden rule <strong>DO NOT SPLIT UP THE PARTY</strong> because it's what their characters would reasonably do given the circumstances. The rogue may wander into an unexplored room by himself; the paladin may stay behind briefly to help someone in need; the wizard may spend a few extra rounds poring over old tomes the party discovers hidden in a secret room. The point is, their characters are making a conscious decision to leave the group -- and opportunities for XP may be missed (or gained) as a result of this choice. Granting a roleplaying award to these characters seems perfectly justifiable, and IMHO it's exactly what you <em>should</em> do to reward the player's effort. At some point, the decision to separate from the party will present these characters with encounters, for which they will solely reap the benefits and pay the consequences...that's part of what makes D&D so fantastic!!</p><p></p><p>2) King_Stannis posted a thread several months ago about a system he designed to reward strong roleplaying. When I was still known as Quickbeam, I posted a modified version of this system that our group adopted. Essentially, the DM awards players with tokens (K-S used Silver Poker Chips, and I used "Elf Stones" which were blue glass marbles) for superb roleplaying and acts of great ingenuity. The value of each chip/stone can be determined by your group, and these tokens can be saved for use at a later date. IMC, the Elf Stones could be exchanged for one of four different uses:</p><p></p><p>** One stone = 25xp times the character’s current level.</p><p>** Two stones can be redeemed for a +2 modifier on skill checks, attack rolls, and saving throws. Stones must be used before rolling, and may ultimately prove to have been unnecessary.</p><p>** Five stones = one extra die of damage added to successful melee, ranged, spell, or other magical attacks. Again, stones must be redeemed before initial damage is calculated.</p><p>** Ten stones may be used on a “get out of jail free” re-roll for any one game item or event.</p><p></p><p>This may help you in the future with respect to rewarding good roleplaying -- just make sure that your tokens aren't given away too easily <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> .</p></blockquote><p></p>
[QUOTE="Quickbeam, post: 7356, member: 635"] I have two completely separate responses to the situation you described: 1) I can't fairly assess whether you were being too lenient since I'm not aware of how much XP was awarded. I certainly don't think you were being to harsh regardless of how much XP was doled out to the other players. IMC, the players frequently break the golden rule [b]DO NOT SPLIT UP THE PARTY[/b] because it's what their characters would reasonably do given the circumstances. The rogue may wander into an unexplored room by himself; the paladin may stay behind briefly to help someone in need; the wizard may spend a few extra rounds poring over old tomes the party discovers hidden in a secret room. The point is, their characters are making a conscious decision to leave the group -- and opportunities for XP may be missed (or gained) as a result of this choice. Granting a roleplaying award to these characters seems perfectly justifiable, and IMHO it's exactly what you [i]should[/i] do to reward the player's effort. At some point, the decision to separate from the party will present these characters with encounters, for which they will solely reap the benefits and pay the consequences...that's part of what makes D&D so fantastic!! 2) King_Stannis posted a thread several months ago about a system he designed to reward strong roleplaying. When I was still known as Quickbeam, I posted a modified version of this system that our group adopted. Essentially, the DM awards players with tokens (K-S used Silver Poker Chips, and I used "Elf Stones" which were blue glass marbles) for superb roleplaying and acts of great ingenuity. The value of each chip/stone can be determined by your group, and these tokens can be saved for use at a later date. IMC, the Elf Stones could be exchanged for one of four different uses: ** One stone = 25xp times the character’s current level. ** Two stones can be redeemed for a +2 modifier on skill checks, attack rolls, and saving throws. Stones must be used before rolling, and may ultimately prove to have been unnecessary. ** Five stones = one extra die of damage added to successful melee, ranged, spell, or other magical attacks. Again, stones must be redeemed before initial damage is calculated. ** Ten stones may be used on a “get out of jail free” re-roll for any one game item or event. This may help you in the future with respect to rewarding good roleplaying -- just make sure that your tokens aren't given away too easily :) . [/QUOTE]
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