I feel the same way. I agree.Dealing with troublesome players has nothing to do with handling XP with regard to players who miss the occasional session.
I feel the same way. I agree.Dealing with troublesome players has nothing to do with handling XP with regard to players who miss the occasional session.
Does that happen often? A player dies during an adventure, and the rest of the party finishes the entire adventure without her first, before resurrecting her?
Does that happen often? A player dies during an adventure, and the rest of the party finishes the entire adventure without her first, before resurrecting her?
I have one overarching rule that remains inviolate: "You are part of a group of players trying to have a good time. Doing anything in or out of character that causes difficulty to that end is not allowed." This includes refusing to help teammates in reasonable circumstances, or working counter to the party's interests, secretly or otherwise.
We have no such rule; and inter-party conflict is a time-honoured tradition in our games. I'm cool with that both as player and DM if for no other reason than it's intentional, with a clear action-reaction sequence possible. The coat-tail riders and passenger joes, however, are way more passive-aggressive in what they do; and much harder to pin down by intent.
If that is common practice, its a terrible one. You are a team, and so it is in the interest of the whole team to have their deceased party member back. Why wouldn't everyone chip in?
Does that happen often? A player dies during an adventure, and the rest of the party finishes the entire adventure without her first, before resurrecting her?
Suppose she died during a boss battle, but she died before she was able to kill the boss. Does this mean she gets no exp for the boss being killed by the party? She took part in the battle didn't she? But she wasn't around when the boss died, she was dead on the floor. But I would still give her full exp.
DM runs the character who gains full XP, but no share of the wealth or treasure.
Here is what I do not understand: a student in high school can only participate a very limited number of times verbally in class because there are other students. In D&D there is a limited amount of magic items that need to be tried out. How does any DM calculate the involvement in such things into XP values given out after every session. My guess is that he/she would only be able to do this in very broad strokes, which does not seem to serve the purpose of XP as a measure of involvement of a player in the game.
In a game like 5e, the death of a PC can be caused by one stupid roll of the die, especially in earlier levels. I do not understand why a player to whom the survival of a precious PC is paramount should be penalized by recieving less XP as somebody with a more reckless behaviour.
The issue of how you play your PC is really not an issue that should be handled with XP. Instead, it something outside of game mechanics and should be discussed to form a common basis on what the behaviour in the group as a whole should be.
But if a player is only missing the game once in a while, what point does them having slightly less XP even serve?
Why must it serve a point at all? It's simply the way it is.
A pc who does less adventuring than others has less experience. There is a consistency of concept here- if you get xp by adventuring, you don't get xp by not-adventuring. There's no purpose behind one character having more or less xp than another; it's simply the consequence of their activity.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.