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Do You Use XP
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<blockquote data-quote="Rel" data-source="post: 5470575" data-attributes="member: 99"><p>I will say that, if I was going to use XP in D&D or something similar to D&D these days, I'd probably use some version of the "scene system" that I developed several years ago. I found that, of all the XP variations I used it was the most simple and the best at encouraging what I hoped it would encourage, which was basically just staying more or less on task.</p><p></p><p>Essentially it was just a small matrix where character level was cross indexed with three levels of "Scene Significance", Minor, Average and Major. When the game session was over then I'd retrospectively assign a Significance to each scene and whatever XP amount was indicated for that scene was given out to all players. There was no differentiation between combat scenes, roleplaying scenes, puzzle or trap scenes or anything else. So the night's experience might look like (if you wrote it out, which I never did)"</p><p></p><p>Minor Roleplaying Scene: 100 XP</p><p>Average Combat Scene: 150 XP</p><p>Average Trap Scene: 150 XP</p><p>Minor Combat Scene: 100 XP</p><p>Major Combat Scene: 200 XP</p><p>Major Roleplaying Scene: 200 XP</p><p></p><p>Total: 900 XP</p><p></p><p>This usually took about 30 seconds to calculate. The main benefit was that it encouraged the players to try and get as much accomplished as the session would allow, while not forcing them to "hurry through the roleplaying to get to the combat" or anything like that. The only somewhat arbitrary part was determining the "Significance" of a scene but most of the time it was really clear as to which category it fell into due to the very rough granularity of the system.</p></blockquote><p></p>
[QUOTE="Rel, post: 5470575, member: 99"] I will say that, if I was going to use XP in D&D or something similar to D&D these days, I'd probably use some version of the "scene system" that I developed several years ago. I found that, of all the XP variations I used it was the most simple and the best at encouraging what I hoped it would encourage, which was basically just staying more or less on task. Essentially it was just a small matrix where character level was cross indexed with three levels of "Scene Significance", Minor, Average and Major. When the game session was over then I'd retrospectively assign a Significance to each scene and whatever XP amount was indicated for that scene was given out to all players. There was no differentiation between combat scenes, roleplaying scenes, puzzle or trap scenes or anything else. So the night's experience might look like (if you wrote it out, which I never did)" Minor Roleplaying Scene: 100 XP Average Combat Scene: 150 XP Average Trap Scene: 150 XP Minor Combat Scene: 100 XP Major Combat Scene: 200 XP Major Roleplaying Scene: 200 XP Total: 900 XP This usually took about 30 seconds to calculate. The main benefit was that it encouraged the players to try and get as much accomplished as the session would allow, while not forcing them to "hurry through the roleplaying to get to the combat" or anything like that. The only somewhat arbitrary part was determining the "Significance" of a scene but most of the time it was really clear as to which category it fell into due to the very rough granularity of the system. [/QUOTE]
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