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Experience Matters - The benefits of XP
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<blockquote data-quote="Lanefan" data-source="post: 9026746" data-attributes="member: 29398"><p>To prevent exactly this I long ago ruled that you can only ever get xp once for the same opponent(s); with the exception that if you kill an opponent and then meet it again some time later (e.g. in a different adventure) after it has been revived then it counts again as if it was fresh.</p><p></p><p>I don't give xp for treasure but they'll still strip a place bare if they can; and I've no problem with that.</p><p></p><p>They can have whatever in-character morals they like.</p><p></p><p>True, but there's a bunch of other corollary issues that come with any form of everyone-bumps-at-once levelling:</p><p>--- characters aren't rewarded for individual moments of glory or acts of bravado etc.</p><p>--- there's an incentive to let other characters take the real risks as you're gonna get the same reward anyway</p><p>--- if a character isn't present for half an adventure (e.g. it's captured, or dead, or whatever) it's in effect getting xp for not adventuring</p><p>--- a character who somehow falls behind or gets ahead in level will forever stay there</p><p>--- there's much less incentive to explore adventure sites beyond the minimum needed to complete the mission</p><p></p><p>Whaddya wanna bet that the body count would end up about the same regardless. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>That's up to the players as their characters. Helping the fine folk of Townsville should get the characters some xp as a goodly deed, unless they're otherwise-evil characters.</p><p></p><p>Dumping a Tarrasque on a 1st-level party has nothing to do with the method of level-up other than making sure that party never has to worry about levels again.</p><p></p><p>Indeed, but if level-up is conpletely mission-based then the strong - almost overwhelming - incentive is to do nothing beyond the bare minimum the mission demands; and a player who wants to do more is likely to meet resistance both in-character and out. It's a natural tendency to follow the path of least resistance toward achieving a goal; and mission-based level-ups only reinforce this tendency.</p><p></p><p>And sure, a party could come back later and finish exploring, but will doing so get them any closer to their next level? Likely not, as the next level-up point will have been linked to a different mission.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9026746, member: 29398"] To prevent exactly this I long ago ruled that you can only ever get xp once for the same opponent(s); with the exception that if you kill an opponent and then meet it again some time later (e.g. in a different adventure) after it has been revived then it counts again as if it was fresh. I don't give xp for treasure but they'll still strip a place bare if they can; and I've no problem with that. They can have whatever in-character morals they like. True, but there's a bunch of other corollary issues that come with any form of everyone-bumps-at-once levelling: --- characters aren't rewarded for individual moments of glory or acts of bravado etc. --- there's an incentive to let other characters take the real risks as you're gonna get the same reward anyway --- if a character isn't present for half an adventure (e.g. it's captured, or dead, or whatever) it's in effect getting xp for not adventuring --- a character who somehow falls behind or gets ahead in level will forever stay there --- there's much less incentive to explore adventure sites beyond the minimum needed to complete the mission Whaddya wanna bet that the body count would end up about the same regardless. :) That's up to the players as their characters. Helping the fine folk of Townsville should get the characters some xp as a goodly deed, unless they're otherwise-evil characters. Dumping a Tarrasque on a 1st-level party has nothing to do with the method of level-up other than making sure that party never has to worry about levels again. Indeed, but if level-up is conpletely mission-based then the strong - almost overwhelming - incentive is to do nothing beyond the bare minimum the mission demands; and a player who wants to do more is likely to meet resistance both in-character and out. It's a natural tendency to follow the path of least resistance toward achieving a goal; and mission-based level-ups only reinforce this tendency. And sure, a party could come back later and finish exploring, but will doing so get them any closer to their next level? Likely not, as the next level-up point will have been linked to a different mission. [/QUOTE]
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