Do You Use XP

When playing your D&D-like fantasy rpg of choice, do you...

  • Use the XP/leveling system basically as presented in the rules

    Votes: 41 38.0%
  • Use an alternate XP system or substantially change the existing one

    Votes: 15 13.9%
  • Level characters at the DM's discretion and avoid XP altogether

    Votes: 52 48.1%

My big problem with xp is sometimes you have to kill sixty five million boars in order to gain levels. That's why I like awarding XP for accomplishing goals and beating bad guys and winning the scenario rather than just for killing sixty five million boars.
 

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For me, this varies widely by campaign. I currently run a root beer and pretzels game that's about killing monsters and taking their stuff--that game uses a strict by the book approach to XP, because it fits the concept well. I have also run heavily role-playing oriented campaigns with low levels of combat--for those I tend to use a heavily modified system, giving out basically arbitrary story or session based awards. I've also played in (and to some extent, depending on how you treat the games I run for my 4 year old, run) games that simply level by GM fiat. I've also played in games of all three types relatively recently.

I think any of the three approaches can be good for specific types of games/for specific groups of gamers.
 

I'm currently running Deadlands, where the analog to XP is more than just an advancement mechanic - it is also the analog to the Action Point mechanic, so it isn't so easy to drop as D&D's system. But that's okay, because my players actually like the implementation. So, I'm playing it largely as written.

When I do run D&D, I tend to use XP, with some slight variation from how the book does things. I find players usually want to see some correlation between their actions and their advancement, and XP gives me a way to show them that in a clear way.
 


I think any of the three approaches can be good for specific types of games/for specific groups of gamers.
No doubt.

When I do run D&D, I tend to use XP, with some slight variation from how the book does things. I find players usually want to see some correlation between their actions and their advancement, and XP gives me a way to show them that in a clear way.
To me this is the best reason to use XP, to connect a character's advancement with the player's actions. I used to give out individual XP awards for various in-game accomplishments and I would post online a summary of where everyone's XP came from. It was a way of encouraging quiet people to speak up, encouraging generally assertive play, and rewarding good attendance. On this level, I liked it.

I stopped using XP as written after about the first three years with 3E. Never went back. As near as I can tell, the only reason to use XP as written in our group is to handle characters leveling at a different rate. Since we don't want that, using it as written is counter-productive.
And this is a good summary of another point of view; if you have a predetermined outcome (which you may or may not depending on playstyle) why notate how you're getting there?
 

When I first started 4E I originally tracked xp by the book, with quest rewards and all that. I came to realize that it wasn't worth the bookkeeping, since I want the characters to all level together, and was fudging xp numbers to make them level when it felt right. Now I just level them when I choose, usually every 3-4 sessions, depending on what they have accomplished in the story. I use a modified fate point system to reward achieving important objectives, good RP, and the like.
 

I've always done it by the book, but after several years experience now with other systems, I believe I'm going to stop awarding it based off killing monsters - instead just make completing a given adventure/session worth X number of XP, regardless what the characters encountered or bypassed.
 

To me this is the best reason to use XP, to connect a character's advancement with the player's actions. I used to give out individual XP awards for various in-game accomplishments and I would post online a summary of where everyone's XP came from. It was a way of encouraging quiet people to speak up, encouraging generally assertive play, and rewarding good attendance. On this level, I liked it.

I used to feel the same way about XP as a tool for encouraging certain activities. Then I came to understand that the "Casual Gamer" in the group, who hated being thrust into the spotlight, was never going to change his personality because of how I handed out XP. Instead he was simply going to fall behind the rest of the group by not playing in such a way as to gather maximum XP. And that was alienating him even more and the guy was a good friend so why was I doing that?

I also dropped the notion of missing out on XP for missing the game session because people almost never miss our games because they'd rather be doing something else. They miss our games because they are required to do something else. So they are already being penalized by not being there and there's really no point in me trying to encourage good attendance. If there is any possible way for them to be gaming then they will be there.

I'm not saying that people who give out XP for those reasons are "doing it wrong". But I simply came to understand that it was providing no benefit to our group.
 

I also dropped the notion of missing out on XP for missing the game session because people almost never miss our games because they'd rather be doing something else. They miss our games because they are required to do something else. So they are already being penalized by not being there and there's really no point in me trying to encourage good attendance. If there is any possible way for them to be gaming then they will be there.

This is true in our group, too. I'm rather abashed at how long it took me to reason out: 1. The above is true, and we would prefer everyone to level more or less the same. 2. However, people want a little something as an in-game reward for being there or being clever or completing the adventure. 3. This little something doesn't have to be XP!

You'd think that #3 would be immediately obvious, but it wasn't to me until I sat down and thought hard about our core assumptions. :o
 

In my system exp= build points, so I follow it pretty colose to what I wrote.

Others, eh, sometimes. I will often use it as a "base" and add onto it or subtract based on how the player reacted.

But I am known to also give exp to my players when they entertain me or make me laugh hard enough to pause the game for 10 mins...that happens often....
 

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