Do You Use XP

When playing your D&D-like fantasy rpg of choice, do you...

  • Use the XP/leveling system basically as presented in the rules

    Votes: 41 38.0%
  • Use an alternate XP system or substantially change the existing one

    Votes: 15 13.9%
  • Level characters at the DM's discretion and avoid XP altogether

    Votes: 52 48.1%

Running Old School systems like 1e AD&D/OSRIC or BX D&D/Labyrinth Lord, I use a modified XP system which most resembles OD&D's 100 XP/hd, but is also influenced by the 3e XP system.

Running 3e I use a somewhat modified system, typically 0.5 standard monster XP plus goal, roleplay etc XP on top.

Running 4e I use the system pretty much as-is. You already have to calculate the monster XP when encounter-building so I might as well use it. I'm more generous with 'quest' XP than the listed standard, though.
 

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Yep. It certainly can. But at that point I feel that the basis on which I'm giving out XP is so subjective that I don't see much difference between that and "Just say everybody got a level when it feels right."
I think this is why less people are using custom XP systems than the other options (as written or no XP). Once you start messing with things, it's tough to hold on to the sense of objectivity XP gives you.


How you handle XP for people who don't make it to the game is another topic.
 

I think this is why less people are using custom XP systems than the other options (as written or no XP). Once you start messing with things, it's tough to hold on to the sense of objectivity XP gives you.

I will say that, if I was going to use XP in D&D or something similar to D&D these days, I'd probably use some version of the "scene system" that I developed several years ago. I found that, of all the XP variations I used it was the most simple and the best at encouraging what I hoped it would encourage, which was basically just staying more or less on task.

Essentially it was just a small matrix where character level was cross indexed with three levels of "Scene Significance", Minor, Average and Major. When the game session was over then I'd retrospectively assign a Significance to each scene and whatever XP amount was indicated for that scene was given out to all players. There was no differentiation between combat scenes, roleplaying scenes, puzzle or trap scenes or anything else. So the night's experience might look like (if you wrote it out, which I never did)"

Minor Roleplaying Scene: 100 XP
Average Combat Scene: 150 XP
Average Trap Scene: 150 XP
Minor Combat Scene: 100 XP
Major Combat Scene: 200 XP
Major Roleplaying Scene: 200 XP

Total: 900 XP

This usually took about 30 seconds to calculate. The main benefit was that it encouraged the players to try and get as much accomplished as the session would allow, while not forcing them to "hurry through the roleplaying to get to the combat" or anything like that. The only somewhat arbitrary part was determining the "Significance" of a scene but most of the time it was really clear as to which category it fell into due to the very rough granularity of the system.
 

I will say that, if I was going to use XP in D&D or something similar to D&D these days, I'd probably use some version of the "scene system" that I developed several years ago. I found that, of all the XP variations I used it was the most simple and the best at encouraging what I hoped it would encourage, which was basically just staying more or less on task.

Essentially it was just a small matrix where character level was cross indexed with three levels of "Scene Significance", Minor, Average and Major. When the game session was over then I'd retrospectively assign a Significance to each scene and whatever XP amount was indicated for that scene was given out to all players. There was no differentiation between combat scenes, roleplaying scenes, puzzle or trap scenes or anything else. So the night's experience might look like (if you wrote it out, which I never did)"

Minor Roleplaying Scene: 100 XP
Average Combat Scene: 150 XP
Average Trap Scene: 150 XP
Minor Combat Scene: 100 XP
Major Combat Scene: 200 XP
Major Roleplaying Scene: 200 XP

Total: 900 XP

This usually took about 30 seconds to calculate. The main benefit was that it encouraged the players to try and get as much accomplished as the session would allow, while not forcing them to "hurry through the roleplaying to get to the combat" or anything like that. The only somewhat arbitrary part was determining the "Significance" of a scene but most of the time it was really clear as to which category it fell into due to the very rough granularity of the system.
That does seem like a really interesting way of using human judgment but keeping the judgments easy enough that most people would agree with them. For me, I think defining a 'scene' would be tougher than adjudicating its significance.
 

That does seem like a really interesting way of using human judgment but keeping the judgments easy enough that most people would agree with them. For me, I think defining a 'scene' would be tougher than adjudicating its significance.

I always found that defining a scene was remarkably easy. I mean combat encounters kind of speak for themselves. In something like 4e then you know when a combat scene is over because that's when the party takes a Short Rest. In other systems I sort of think of it as "whenever they get around to the 'I wipe off my sword' part".

For other parts of the game I found natural break points whenever I found myself shifting into expository mode. I'd know that the Puzzle Scene at the Treehenge was over when I got to the part where I was saying, "Ok so it sounds like you guys are moving further south into the Dark Forest in search of the Queen of Leaves..." I'd know when the Roleplaying Scene was over when I said, "And with that the Queen of Leaves dismisses you from her court while she considers what you've told her about the impending danger of the Fire Drakes." Most of the time it was crystal clear to me as to what was a scene.
 

Out of curiosity, in a game that features a high lethality rate, wouldn't this be construed as player skill? Much as avoiding traps by sending in henchmen or livestock first was/is considered the mark of a skilled player? I'm assuming not around your table, since you don't seem to care for that mode of play, but overall it seems like just as logical a reaction to "the dungeon is dangerous and you should play smart if you want to survive" as any, if not moreso.
All true; except it's not henchmen or livestock that are going in first, it's other players' characters. Far too often mine, as I'm one of those players who generally just wants to get on with it.

If a summoned monster dies so I can live, fine. If I die so someone less courageous and-or less bored can live, not so fine.*

* - unless I'm playing an uber-goodly sort, which happens now and then.

Lanefan
 

All true; except it's not henchmen or livestock that are going in first, it's other players' characters. Far too often mine, as I'm one of those players who generally just wants to get on with it.

If a summoned monster dies so I can live, fine. If I die so someone less courageous and-or less bored can live, not so fine.*

Unfortunate, but probably an inevitable consequence; XP rewards for being courageous are nice, but death is a pretty severe XP penalty for courage. (To say nothing of level drain...) To many players, the odds would seem to favor the house.
 

I use XP to design encounters in 4e, but I stopped tracking and handing out xp early on in my campaign. The players didn't enjoy having to track the xp, and preferred for me to just tell them when to level.

Also, it allows me more control in pacing the campaign, which is going to be useful this year, as my wife and I will be moving at the end of the year, and I want the characters to hit level 30 and get to play there before we leave.
 

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