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An alternative to XP
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<blockquote data-quote="Staffan" data-source="post: 8557118" data-attributes="member: 907"><p>The problem is that D&D is a level-based system. You get better at everything and you do so in discrete, fairly big chunks. There are plenty of other games that have more organic systems for advancement – the most notable is probably Runequest/Basic Roleplaying and its derivatives where skill use gives you a checkmark on a skill, and at appropriate intervals you use those checkmarks to potentially increase those skills by rolling above the skill value, and if you do you get a small increase. This will lead to an organic increase in those skills you actually use. You also have other games where you still get XP, but in smaller chunks and use them to increase your stats and skills directly.</p><p></p><p>The main advantage of D&D's method is that it's easy to get a rough idea of a character's capabilities: just look at their level. That means you can easily specify that a given adventure is for e.g. 5th level characters and people will know what to expect. You can't really do that with Runequest adventures, so you have to make do with vague things like "somewhat experienced" or use in-game notifiers of powers like "Runelord".</p></blockquote><p></p>
[QUOTE="Staffan, post: 8557118, member: 907"] The problem is that D&D is a level-based system. You get better at everything and you do so in discrete, fairly big chunks. There are plenty of other games that have more organic systems for advancement – the most notable is probably Runequest/Basic Roleplaying and its derivatives where skill use gives you a checkmark on a skill, and at appropriate intervals you use those checkmarks to potentially increase those skills by rolling above the skill value, and if you do you get a small increase. This will lead to an organic increase in those skills you actually use. You also have other games where you still get XP, but in smaller chunks and use them to increase your stats and skills directly. The main advantage of D&D's method is that it's easy to get a rough idea of a character's capabilities: just look at their level. That means you can easily specify that a given adventure is for e.g. 5th level characters and people will know what to expect. You can't really do that with Runequest adventures, so you have to make do with vague things like "somewhat experienced" or use in-game notifiers of powers like "Runelord". [/QUOTE]
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