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D&D deserves a better XP system

Aethelstan

First Post
The standard D&D XP system works something like this.
DM: "OK, last week while exploring the Crypt of Gorm Doomhammer, the party set off three traps, blundered into two ambushes and concocted a boneheaded battle plan that nearly got everyone slaughtered...but you did manage to kill six fiendish half-dragon Trolls, three Mindflayer lycanthropes and a Beholder with five levels of Bard. Let's see how many xp you earned. (insert complex calculation formula here). 5163 xp each. (DM consults chart) *sigh* Everyone leveled." Players: "Cool." "leveled again?! Awesome." "Great, now I can take a level in (insert overpowered prestige class here)."
Is this anyway to run a role-playing game? Leveling based on body counts and number-crunching? The standard D&D xp system rewards killing, not savvy gaming or good role-playing. Groups can play ineptly but as long as they don't die, they reap the full xp reward. This encourages players to view D&D as a tabletop version of Diablo (kill, kill, level…kill, kill, level...) In fact, the xp system punishes players who can think or talk their way out of pointless or avoidable conflicts.
The whole notion leveling by killing is a Gygaxian relic of D&D's war gaming origins. In the early days, D&D was essentially a miniature combat game placed in a new context: the "dungeon." Before role-playing and campaign worlds and all the rest, D&D was essentially a game about killing monsters. Yet here we are, a generation later, and 3.5 remains saddled with a level advancement system which is based almost entirely on killing monsters. D&D has evolved into a game far more complex and compelling than its war gaming origins but still DMs dutifully tally up experience points for kills. D&D needs a leveling system which actually encourages players to explore the dimensions of the game beyond mindless hack and slash. Players who are clever and creative, whether in combat or role-playing, deserve leveling system which rewards a higher standard of gameplay. As an alternative, I would like to suggest a subjective, merit-based system which I believe addresses a number of the aforementioned issues.
In a given campaign, PCs level up every x number of sessions (x being whatever seems best for your group). Each session, the DM should judge how the players dealt with the situations they encountered, giving emphasis to thoughtful planning, teamwork and tactics, bright ideas and good role-playing. If players do an average job, they progress at the standard rate. If the players do very well, reduce the number of sessions needed to level by one. Truly extraordinary gaming (rare indeed) reduces by two. However, if the level of play during a session is particularly dreadful, the group does not advance closer to leveling.
This system rewards what a good RPG should: gaming savvy, intelligence and, of course, role-playing. Players can no longer equate killing to leveling and quickly learn that thinking pays. As an added benefit, this system eliminates the tedious and ultimately counterproductive task of tallying xp.
If you don’t care for my particular system, at least consider coming up with a version of your own which de-emphasizes killing as a means of character advancement. I strongly believe the xp system has impose a kind of tyranny over D&D. To paraphrase the Army’s sales pitch, its keeps the game form “being all that it can be.” A new leveling system could free D&D from its current “slaughter-centrism.” It is up to you - the loyal fans, the faithful gamers – to release Dungeons & Dragons from the war-forged chains that bind it. Ok, I’m getting a little carried away here but I would like some feedback from these boards about the current D&D leveling system and possible alternatives, the more radical the better.
Apocalyptically Yours,

Aethelstan
 
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Talk to Krusty. He's got some good ideas about XP/CRs and such.

Me, killing things SHOULD make you experienced. Why? Cause death is a part of life. And if we don't learn from death, how can we learn from life?

Also it seems to me your problem is your a guy that wants to do less killing in a game with killing in it. Perhaps you should try running a political game for a while.
 
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I love a miniatures game based in a dungeon, but that is a whole 'nother deal ;) Suffice it to say a whole lot of folks still like a lot of these "relics" of OD&D.

The DMG fairly clearly states you are welcome to use alternative experience systems - including roleplaying and story awards. I use a combination of standard xp and story awards. I also award full xp for NPC foes who are bypassed by any method, including combat.

I think you have a problem with the experience system more than the leveling aspect, but I realize that's a matter of semantics.
 


pogre said:
I think you have a problem with the experience system more than the leveling aspect, but I realize that's a matter of semantics.
That was my point as well. Not to mention it seems the guy's experience has been limited to dungeon crawling. Obviously there's more to a game but it depends on BOTH the Dm and the players involved. (not everyone wants to sit around and yap all day.)
 

Aethelstan said:
The standard D&D xp system rewards killing, not savvy gaming or good role-playing.

The system rewards defeating encounters.

How the DM permits the group to defeat the encounter, and what tack the players actually take in dealing with it, is not something the rules can do much about. Ideally, you'll get the same XP from diplomatically defeating an encounter as you would from a battle...though many groups don't attempt this, and many DMs don't really want it to happen.

Aethelstan said:
Groups can play ineptly but as long as they don't die, they reap the full xp reward.

Are they truely inept if they defeat the encounter?

Always resorting to combat first is not exactly ideal, but then, many encounters are designed specifically (by the DM) to be combat only.

Aethelstan said:
D&D needs a leveling system which actually encourages players to explore the dimensions of the game beyond mindless hack and slash.

Many groups are only in it for hack and slash. And many DMs don't really want to spend the time (or lack the creativity) to create encounters with a greater number of possible options.

In short, it doesn't really matter what the XP system looks like. You need a DM who can create these situations, and a group of players willing to look for other options. The current system already rewards taking non-violent or innovative paths to defeat encounters, because you don't have to kill anything to defeat the encounter.

You just have to find a group that is willing to look into that extra depth.

That's my bit, anyway.
 
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reply

Didn't read the whole thing, but I read enough to know that it's a GMs fault if all he does is reward killing. My GM hands out xp based on "The Whole Character" concept. If we outsmart a villian and bring him down without fighting him, he gives us an appropiate reward. It's both the players and GM's responsibility to make sure that PCs are leveling at an appropriate rate and for all the right reasons. If your game isn't going all that great, don't blame the system; take a step back and see if it isn't operator error, so to speak.
 

First off, I like that D&D has levels. My problem is that the current system over values the kill and doesn't allow consideration of how skillfully the players handled the combat. Did they stumble into a trap they could have easily avoided, did the wizards brilliant use of just the right spells save the day? How well the players fight should factor into level rewards and the current system does allow that.
Also, I'm not anti-killing. Combat is a great part of the D&D experience.
But the current system encourages killing for its own sake. Players often think that if they're not killing something they're not making "progress."
 

Sorry it still sounds to me like you're against killing and more about social skills. Not everyone can have Shakespeare or Milton as DM. The system DOESN'T encourage it. It merely acknowledge it. It's STILL up to the DM to determine how much combat is involved. I know a number of games where NO ONE killed anyone and they still leveled.
 


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