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Do You Use XP
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<blockquote data-quote="Hautamaki" data-source="post: 5465941" data-attributes="member: 42219"><p>I like to award XP the way most video games do: every monster has their own exp award, and monsters killed, captured, or otherwise overcome, give the players that flat reward; divided equally among the number of PCs. Of course, monsters in different situations may be easier or harder to overcome: if you sneak up on the bandits you're going to kill them way more easily than if they sneaked up on you. But that's not a problem at all: it rewards smart play. Players get the same xp reward regardless of how difficult the fight was <em>for them</em>. If they had played more smartly, they might have had a much easier time with those monsters, and thus obtained the same rewards for less costs incurred.</p><p></p><p>I ignore the 'CR' system of calculating XP too. It's a needless layer of math. Bottom line is that in my game a Goblin Warrior with a spear and buckler gives you 20 exp, whether you are level 1 or 15. The difference is, 20 exp means a lot more to a level 1 character who only needs 2000 exp to advance than it does to a level 15 character who needs thousands upon thousands more.</p><p></p><p>I also reward quest exp, which encourages players to bypass or avoid fights with monsters if they feel they are running low on resources and just need to complete the quest. This way, the actual questing is a sort of complex decision-making process where characters will constantly be weighing the potential benefits of clearing another room of monsters vs simply moving on to the main objective of the quest.</p><p></p><p>The goal in any game is to always give players interesting choices and I feel the XP system, properly handled, is a great tool for doing that.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5465941, member: 42219"] I like to award XP the way most video games do: every monster has their own exp award, and monsters killed, captured, or otherwise overcome, give the players that flat reward; divided equally among the number of PCs. Of course, monsters in different situations may be easier or harder to overcome: if you sneak up on the bandits you're going to kill them way more easily than if they sneaked up on you. But that's not a problem at all: it rewards smart play. Players get the same xp reward regardless of how difficult the fight was [I]for them[/I]. If they had played more smartly, they might have had a much easier time with those monsters, and thus obtained the same rewards for less costs incurred. I ignore the 'CR' system of calculating XP too. It's a needless layer of math. Bottom line is that in my game a Goblin Warrior with a spear and buckler gives you 20 exp, whether you are level 1 or 15. The difference is, 20 exp means a lot more to a level 1 character who only needs 2000 exp to advance than it does to a level 15 character who needs thousands upon thousands more. I also reward quest exp, which encourages players to bypass or avoid fights with monsters if they feel they are running low on resources and just need to complete the quest. This way, the actual questing is a sort of complex decision-making process where characters will constantly be weighing the potential benefits of clearing another room of monsters vs simply moving on to the main objective of the quest. The goal in any game is to always give players interesting choices and I feel the XP system, properly handled, is a great tool for doing that. [/QUOTE]
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