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Can you earn experience points for your comrades?
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<blockquote data-quote="5ekyu" data-source="post: 7365355" data-attributes="member: 6919838"><p>"If you decouple class from playstyle, you run into the problem that D&D now has: you need a type of XP award that rewards fighters for thieving and wizards for scouting, basically, a generic XP. Which results in the murderhobo."</p><p></p><p>Murderhobo is a "problem" of linking xp to specific action/goal types and specifically to one specific action/goal type with exacting precision and leaving all the other action/goal types either out completely *or* giving them very vague less specific sub-systems.</p><p></p><p>Throw in a GM choice of setting/plot which makes that thing even more reliable than the others and viola...you get what you pay for.</p><p></p><p>But, nothing in murderhobo says "problem needing to make classes into more pre-defined "who is this guy" locks based on the GM preferences."</p><p></p><p>Let me put it this way, lets assume you come up with the required "12 universally glorious ways to earn xp so that you only ever need these for all characters ever" you would want for your 12 classes (or 30+ if you break it to sub-classes.) Lets say each are as rewardingly detailed and fun to achieve as xp for kills in your rich setting.</p><p></p><p>Great job. Kudos.</p><p></p><p>Now, what is gained by linking them and chaining themto "class" rather than say "background"?</p><p></p><p>What is gained by shackling them to your preference for sneak attack combat over multi-attack combat (rogue v fighter) over say not linking them to a game element at all and allowing a player to choose them as "character goals"??? Maybe allowing each character to choose a main goal and a hobby from them (must be separate - hobby yields 50%) so that maybe my multi-attack fighter guy likes to make his way thru mugging and cons and spends appropriate to be good at those too and gets xp out of them?</p><p></p><p>In my experience, there are a lot more answers to "who is this guy and what drives him" in every setting than there are classes and sub-classes in any rpg so trying to chain advancement to class/sub-class GM defined goals is very strongly inserting "GM wants you to play this character the way he wants" straightjackets into a system with little benefit beyond "better for GM who wants it."</p><p></p><p>But let me ask more directly, how is this class-goal-GM -xp better for the players emjoyment than just giving them xp for the same kind of acvomplishments without class-chained?</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7365355, member: 6919838"] "If you decouple class from playstyle, you run into the problem that D&D now has: you need a type of XP award that rewards fighters for thieving and wizards for scouting, basically, a generic XP. Which results in the murderhobo." Murderhobo is a "problem" of linking xp to specific action/goal types and specifically to one specific action/goal type with exacting precision and leaving all the other action/goal types either out completely *or* giving them very vague less specific sub-systems. Throw in a GM choice of setting/plot which makes that thing even more reliable than the others and viola...you get what you pay for. But, nothing in murderhobo says "problem needing to make classes into more pre-defined "who is this guy" locks based on the GM preferences." Let me put it this way, lets assume you come up with the required "12 universally glorious ways to earn xp so that you only ever need these for all characters ever" you would want for your 12 classes (or 30+ if you break it to sub-classes.) Lets say each are as rewardingly detailed and fun to achieve as xp for kills in your rich setting. Great job. Kudos. Now, what is gained by linking them and chaining themto "class" rather than say "background"? What is gained by shackling them to your preference for sneak attack combat over multi-attack combat (rogue v fighter) over say not linking them to a game element at all and allowing a player to choose them as "character goals"??? Maybe allowing each character to choose a main goal and a hobby from them (must be separate - hobby yields 50%) so that maybe my multi-attack fighter guy likes to make his way thru mugging and cons and spends appropriate to be good at those too and gets xp out of them? In my experience, there are a lot more answers to "who is this guy and what drives him" in every setting than there are classes and sub-classes in any rpg so trying to chain advancement to class/sub-class GM defined goals is very strongly inserting "GM wants you to play this character the way he wants" straightjackets into a system with little benefit beyond "better for GM who wants it." But let me ask more directly, how is this class-goal-GM -xp better for the players emjoyment than just giving them xp for the same kind of acvomplishments without class-chained? [/QUOTE]
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