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Can you earn experience points for your comrades?
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<blockquote data-quote="Lanefan" data-source="post: 7364750" data-attributes="member: 29398"><p>My worry is that any system that allows characters to earn xp for events/actions/things they didn't actually do promotes "passenger" play. By "passengers" I mean the character(s) who do all the planning etc. but don't actually take any risk, preferring to leave the dangerous bits to others but who are quite happy to share in the xp reward - and the loot, for all that.</p><p></p><p>In the system proposed in the OP: if I'm the party Thief all I need to do is teach my fellow adventurers how to steal, help them plan their thefts and maybe even do a little zero-risk scouting for them, and then just let the xp roll in as they go out and steal stuff (and maybe get caught or even die in the process) while I sit in the pub. Provided I've a good source of new recruits to replace the dead or captured, I can keep this going for ages. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And believe me, I've played with characters (and players) who would quite happily do just this if given the opportunity.</p><p></p><p>What I do is just the opposite: if you're not involved and-or not at risk then no xp for you. If you're only peripherially involved e.g. hiding up a tree "keeping watch" while the battle rages below or you arrive on the scene just in time for the last foe to topple then you'll probably get half xp. Xp are earned either by exposure to risk or by taking steps to mitigate or negate it - the 1e idea of giving the same xp for a foe whether the foe was defeated, intentionally avoided by stealth, rendered non-threatening via other means e.g. persuasion, and so on.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7364750, member: 29398"] My worry is that any system that allows characters to earn xp for events/actions/things they didn't actually do promotes "passenger" play. By "passengers" I mean the character(s) who do all the planning etc. but don't actually take any risk, preferring to leave the dangerous bits to others but who are quite happy to share in the xp reward - and the loot, for all that. In the system proposed in the OP: if I'm the party Thief all I need to do is teach my fellow adventurers how to steal, help them plan their thefts and maybe even do a little zero-risk scouting for them, and then just let the xp roll in as they go out and steal stuff (and maybe get caught or even die in the process) while I sit in the pub. Provided I've a good source of new recruits to replace the dead or captured, I can keep this going for ages. :) And believe me, I've played with characters (and players) who would quite happily do just this if given the opportunity. What I do is just the opposite: if you're not involved and-or not at risk then no xp for you. If you're only peripherially involved e.g. hiding up a tree "keeping watch" while the battle rages below or you arrive on the scene just in time for the last foe to topple then you'll probably get half xp. Xp are earned either by exposure to risk or by taking steps to mitigate or negate it - the 1e idea of giving the same xp for a foe whether the foe was defeated, intentionally avoided by stealth, rendered non-threatening via other means e.g. persuasion, and so on. Lanefan [/QUOTE]
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