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General Tabletop Discussion
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How do you handle Experience Points?
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<blockquote data-quote="Quickleaf" data-source="post: 6258881" data-attributes="member: 20323"><p>I answered #2, but it's a bit more complicated...</p><p></p><p>Even though I play 4e with a fairly reactive group of players, I've taken inspiration from a great littleRPG called Shadows of Yesterday when it comes to XP reward. In that system each player defines what gets their PC experience; for one it might be uncovering arcane secrets, for another it might be slaying great monsters.</p><p></p><p>What I do is design encounters using the 4e XP budgeting guidelines (NOTE: this does not mean all encounters are "level appropriate"!). These might be short random encounters, they might be social challenges, combats, puzzles, heists, etc. Then when the PCs get involved, I always ask myself two questions to determine whether or not the encounter is worth XP:</p><p></p><p>(1) Is there a challenge and meaningful risk of failure?</p><p></p><p>(2) Does overcoming this challenge advance the party's current quest? If not, does overcoming it suggest they are switching their focus to a new quest or adding an additional quest?</p><p></p><p>If I can answer "yes" to both questions then the encounter is worth XP. For example, just conversing with the king during an interlude, getting updated on the kingdoms affairs, and some witty roleplaying I don't award XP for. However, if it was the same scenario but there was some sort of stake like convincing the king they aren't murderers and are being framed...then that is definitely worth XP.</p><p></p><p>It also means that XP fishing by picking meaningless fights is not worth XP.</p><p></p><p>Generally this system works out to leveling the PCs once every 1-2 story arcs, so from the Player's side it probably feels very similar to #3.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6258881, member: 20323"] I answered #2, but it's a bit more complicated... Even though I play 4e with a fairly reactive group of players, I've taken inspiration from a great littleRPG called Shadows of Yesterday when it comes to XP reward. In that system each player defines what gets their PC experience; for one it might be uncovering arcane secrets, for another it might be slaying great monsters. What I do is design encounters using the 4e XP budgeting guidelines (NOTE: this does not mean all encounters are "level appropriate"!). These might be short random encounters, they might be social challenges, combats, puzzles, heists, etc. Then when the PCs get involved, I always ask myself two questions to determine whether or not the encounter is worth XP: (1) Is there a challenge and meaningful risk of failure? (2) Does overcoming this challenge advance the party's current quest? If not, does overcoming it suggest they are switching their focus to a new quest or adding an additional quest? If I can answer "yes" to both questions then the encounter is worth XP. For example, just conversing with the king during an interlude, getting updated on the kingdoms affairs, and some witty roleplaying I don't award XP for. However, if it was the same scenario but there was some sort of stake like convincing the king they aren't murderers and are being framed...then that is definitely worth XP. It also means that XP fishing by picking meaningless fights is not worth XP. Generally this system works out to leveling the PCs once every 1-2 story arcs, so from the Player's side it probably feels very similar to #3. [/QUOTE]
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How do you handle Experience Points?
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