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Experience Matters - The benefits of XP
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<blockquote data-quote="Li Shenron" data-source="post: 9026373" data-attributes="member: 1465"><p>I could have written the same thing.</p><p></p><p>I am probably very old-school now when it comes to a game's difficulty curve (not just a RPG), and it would make more sense to me that the game gets more difficult as you progress. So I actually do prefer to accept a cakewalk-to-challenge-to-nightmare progression, over the default of published modules.</p><p></p><p></p><p></p><p>I've done all these in the past. In long-running 3ed campaigns, I've always given XPs only to present characters, not absent ones. Different XP per characters in the same session is something I did only at the beginning but then saw only problems, and moved to always dividing XP equally, but only among present characters. And yes, I'm a fan of having level drain in the game as well, even though my favourite is actually ability score drain.</p><p></p><p>OTOH, it's not wrong to even completely throw the idea of XP as a reward out of the window, and simply <em>have</em> the characters be the appropriate level for the current adventure, if the group mainly plays adventures serially, rather than concurrently or sandbox-y. I know that XPs are traditionally treated as a <em>reward</em>, but it doesn't have to be the same for everyone, there's lots of rewards inherent in playing the game itself. It's like videogames after all, some people play for high scores and do not understand why someone else would play a game without a score, while others do not need a score system at all and are only interested in going as far as they can.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9026373, member: 1465"] I could have written the same thing. I am probably very old-school now when it comes to a game's difficulty curve (not just a RPG), and it would make more sense to me that the game gets more difficult as you progress. So I actually do prefer to accept a cakewalk-to-challenge-to-nightmare progression, over the default of published modules. I've done all these in the past. In long-running 3ed campaigns, I've always given XPs only to present characters, not absent ones. Different XP per characters in the same session is something I did only at the beginning but then saw only problems, and moved to always dividing XP equally, but only among present characters. And yes, I'm a fan of having level drain in the game as well, even though my favourite is actually ability score drain. OTOH, it's not wrong to even completely throw the idea of XP as a reward out of the window, and simply [I]have[/I] the characters be the appropriate level for the current adventure, if the group mainly plays adventures serially, rather than concurrently or sandbox-y. I know that XPs are traditionally treated as a [I]reward[/I], but it doesn't have to be the same for everyone, there's lots of rewards inherent in playing the game itself. It's like videogames after all, some people play for high scores and do not understand why someone else would play a game without a score, while others do not need a score system at all and are only interested in going as far as they can. [/QUOTE]
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