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<blockquote data-quote="Demonspell" data-source="post: 6756031" data-attributes="member: 6792769"><p>Again, you clearly do not understand contribution based experience distribution. I use it based on how well the player helps “the <em>party</em> to succeed.” I am not worried about what the player thinks…beyond the fact that they demanded a change that encouraged everyone to work toward that goal. In my case, using the contribution based system, over even distribution, encouraged a player that didn’t initially contribute to start to consider party success important. He stopped free-loading off the rest of the party for experience and started actually doing something to earn it. Which is what my players wanted, because they were collectively tired of him refusing to help the party out.</p><p></p><p></p><p>Again, you misunderstand the system. It’s not about who does what first, but about who helps the party (and the story) out. I use a lot of factors in determining distribution.</p><ul> <li data-xf-list-type="ul"> Encounter experience - Usually distributed evenly, though any character that doesn’t take part in the encounter doesn’t get experience for that encounter.</li> <li data-xf-list-type="ul"> Roleplaying – everyone does this differently, and some are better than others; however, everyone always does something, and everyone has days when they do better than others.</li> <li data-xf-list-type="ul"> Story Contribution – This varies from session to session as well.</li> <li data-xf-list-type="ul"> Participation – Yes, I know this sounds corny, but it someone is just sitting there letting everyone else make decision while he plays on his iPhone, he is getting less experience that the rest of the party.</li> </ul><p></p><p>Or, just as likely, it leads to one, or several players realizing that their contribution doesn’t matter so their contribution to the party decreases. This can happen because players don’t see the advantage to their character’s action, because they get the exact same thing no matter what they do.</p><p></p><p>I am fine with that, I honestly would have agreed with you, until my players became disgusted with a player that managed to level up with them and never contributed to the party at all. It forced a change in my thinking, and my group is better for it.</p><p></p><p>As I see it, the DM has an idea, and the players are there to help make that idea into a story. There is no one in the group that is better able to “judge” each player’s contribution to the story beyond the DM. My players usually judge how each other roleplayed, and I use their input in making my experience distribution for that. </p><p>We have had entire sessions where the party didn’t actually encounter anything beyond the fire they were sitting around, and I rewarded experience based on roleplaying and how well the character’s actions fit the story they were telling. After all, the party didn’t want to adventure today, they wanted to spend the session around the campfire, I am cool with that, and they made a good story together.</p><p></p><p>That is always an option, but that is also a lot of work for me to do. There are, however, portions of every module where every character has a chance to shine. Whether the players recognize that or not is a different story and I don’t really think that matters. What matters is how well the character’s reaction to events, and how the player handles it.</p></blockquote><p></p>
[QUOTE="Demonspell, post: 6756031, member: 6792769"] Again, you clearly do not understand contribution based experience distribution. I use it based on how well the player helps “the [I]party[/I] to succeed.” I am not worried about what the player thinks…beyond the fact that they demanded a change that encouraged everyone to work toward that goal. In my case, using the contribution based system, over even distribution, encouraged a player that didn’t initially contribute to start to consider party success important. He stopped free-loading off the rest of the party for experience and started actually doing something to earn it. Which is what my players wanted, because they were collectively tired of him refusing to help the party out. Again, you misunderstand the system. It’s not about who does what first, but about who helps the party (and the story) out. I use a lot of factors in determining distribution. [List] [*] Encounter experience - Usually distributed evenly, though any character that doesn’t take part in the encounter doesn’t get experience for that encounter. [*] Roleplaying – everyone does this differently, and some are better than others; however, everyone always does something, and everyone has days when they do better than others. [*] Story Contribution – This varies from session to session as well. [*] Participation – Yes, I know this sounds corny, but it someone is just sitting there letting everyone else make decision while he plays on his iPhone, he is getting less experience that the rest of the party. [/List] Or, just as likely, it leads to one, or several players realizing that their contribution doesn’t matter so their contribution to the party decreases. This can happen because players don’t see the advantage to their character’s action, because they get the exact same thing no matter what they do. I am fine with that, I honestly would have agreed with you, until my players became disgusted with a player that managed to level up with them and never contributed to the party at all. It forced a change in my thinking, and my group is better for it. As I see it, the DM has an idea, and the players are there to help make that idea into a story. There is no one in the group that is better able to “judge” each player’s contribution to the story beyond the DM. My players usually judge how each other roleplayed, and I use their input in making my experience distribution for that. We have had entire sessions where the party didn’t actually encounter anything beyond the fire they were sitting around, and I rewarded experience based on roleplaying and how well the character’s actions fit the story they were telling. After all, the party didn’t want to adventure today, they wanted to spend the session around the campfire, I am cool with that, and they made a good story together. That is always an option, but that is also a lot of work for me to do. There are, however, portions of every module where every character has a chance to shine. Whether the players recognize that or not is a different story and I don’t really think that matters. What matters is how well the character’s reaction to events, and how the player handles it. [/QUOTE]
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