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XP for goals only

bert1000

First Post
Who’s ready to abandon XP for defeating monsters as the XP standard in Next?

I hate XP for monsters and XP for treasure is a little better but not by much. I’d like D&D next to outline a number of options for XP including “whenever the DM feels appropriate to the campaign” and have a default option for the XP system to be built 100% on character goals. The players and DM would jointly agree on the goal and XP amount with guidelines.

For example, the players decide that their characters are interested in “finding out and stopping villagers from disappearing”. The DM decides that is a good goal with sufficient challenge and assigns an XP amount to the goal. Now the PCs have the freedom to accomplish that goal in any way possible and get the same amount of XP whether they fight 1 monster or 20, whether they negotiate with the bandits or kill them all, etc.

Yes, the player/DM negotiation of goals is Meta but XP and leveling is Meta too, so I don’t care. The goal however, has to be based on in-game character interests and phrased as such. The group could have a couple major goals at one time, and perhaps each character could have a minor goal that is related to their particular interests as well (“while in this city I want to track down my long lost uncle who might have information on whether my father survived the battle of Dungerhill”). The entire group gets XP for these individual character goals to encourage the group. Goals can change whenever the players decide they want to abandon a goal and pursue a new one.

A side benefit of this XP system is that the players and DM are on the same page on what they want as the central focus of the session/next several sessions. Yes, this can always change based on the events that take place. This system is not meant to curtail player/character freedom, which differentiates it from video game quests. You can always pick a new goal and it can be anything (subject to agreement with the DM). Yes, the agreement with DM part means it can't really be anything but this level sets DM/player expectations too, which I think is good. The players and DM should have decent agreement of the space/genre they want to play in anyway or there will be problems. If all the players want to set goals of "be the best candle maker in all of the land" and the DM doesn't want to agree to the those goals, then that is a fault of players and DM that don't want the same thing out of the game and not the fault of this goal oriented XP system.

Monsters should have “Challenge points” or “Levels” or something that allows you to create the level of challenge you want in an encounter by grouping together monsters (like 3e CR or 4e XP budgets) but I don’t think these should be linked to XP and character leveling as default (although certainly that could be an option or module).
 

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Huh. Like keys from Shadows of Yesterday? Could work.

I always thought monster or treasure XP was shorthand for "you accomplish your goal of killing monsters and taking their stuff." ;)
 

Back in 2e we always played no XP awarded until the end of the "adventure" which kind of just worked out to be the same thing.

I don't mind XP for killing monsters, but there should be XP awarded for other stuff to. In order to be "complete goal" just add up all the xp that would have been gained anyway.
 


I could probably get behind something like this. I think it would be better just being in the hands of the DM though. The players get their input by playing their characters. If their character achieves something that was obviously important to it (even if it's only becoming the best candle-maker in town) a good DM will recognize that.

If nothing else it would eliminate the temptation of murder and killing being their own reward.

That said, I think XP for monster killin is here to stay.
 


Suppose my goal is to kill monsters?


"Our goal is to kill as many things as possible and take their stuff" is a perfectly valid goal under this proposed system. It would then essentially look like your usual XP for defeating monsters system. This method would support many other playstyles as well, though.
 

In my 4E campaign, I just have them level every few sessions, which is basically once per adventure.

I don't feel like XP is a real, in-character reward. If it's not something that characters can really be aware of, and make a choice to pursue instead of other goals, I don't think it's a true, bona-fide reward. So why worry about tracking it?

The OP proposal is an interesting way to make XP have an in-world representation, but it still feels like there's a big divide between "I succeeded at protecting a town" and "I'm now a better Wizard".
 

I don't care that much either way, since I'm probably going to radically change or ignore whatever is there for my own purposes. All I really get out of most XP mechanics is a sense of what is the expected pacing of power gain.

But I do think that if we have XP, it should be a clean reward cycle: You do something. You get XP for it. This makes you better at doing that something. You do it again. You get even more XP. This makes you even better. That may be clunky at times, but it works.

If instead, it is: You do X. You get XP for it. Getting the XP makes you better at Y. You do some more X, maybe with a little Y mixed in. You get more XP. This makes you even better at Y ... then I'm not terribly impressed. That's worse than not having an XP system at all, since the XP system is effectively lying to you.
 

In my 4E campaign, I just have them level every few sessions, which is basically once per adventure.

Bingo! Except my rule is "level up when it feels right" which is about every 2 to 4 sessions. Usually after a major success or the close of an interesting chapter in the story. And always during an extended rest.

I pretty much ignore the XP rules except for a guideline in creating "appropriate" level encounters.
 

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