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<blockquote data-quote="Razjah" data-source="post: 7649600" data-attributes="member: 98806"><p>I find myself torn about XP. I think it is often unneeded. Especially in Pathfinder, which removed XP payments for crafting and powerful spells. However, XP functions as an excellent carrot on a stick. If you want to run a game with truly heroic PCs, awarding some extra XP for the behavior you want to see is excellent positive reinforcement. I have tried to get players interested in things like titles and reputations, but they never get players to jump at a challenge like some XP. But this can feel forced as a GM. I want the players to do A so I award extra XP for A-like behavior. </p><p></p><p>The carrot on the stick issue may be why I prefer games that remove XP entirely and never rely on it, such as Burning Wheel. Instead of Xp advancement is tied to using skills at certain difficulties enough times to advance it. The game uses a dice pool and the number of dice vs the obstacle determines the difficulty for advancement. If you need to pass the test, get help and use advantages to boost that pool and make it. But if you gamble, and probably fail, you can earn that critically needed challenging test to advance a skill. I like putting pressure on the players with this. Make it easy and have a stagnant character, gamble and you are closer to advancing a skill. This works even better than it sounds because the test involve <em>intent </em>if you want to open a lock before the guards show up, and fail, you still open the lock- as the guards round the corner.</p></blockquote><p></p>
[QUOTE="Razjah, post: 7649600, member: 98806"] I find myself torn about XP. I think it is often unneeded. Especially in Pathfinder, which removed XP payments for crafting and powerful spells. However, XP functions as an excellent carrot on a stick. If you want to run a game with truly heroic PCs, awarding some extra XP for the behavior you want to see is excellent positive reinforcement. I have tried to get players interested in things like titles and reputations, but they never get players to jump at a challenge like some XP. But this can feel forced as a GM. I want the players to do A so I award extra XP for A-like behavior. The carrot on the stick issue may be why I prefer games that remove XP entirely and never rely on it, such as Burning Wheel. Instead of Xp advancement is tied to using skills at certain difficulties enough times to advance it. The game uses a dice pool and the number of dice vs the obstacle determines the difficulty for advancement. If you need to pass the test, get help and use advantages to boost that pool and make it. But if you gamble, and probably fail, you can earn that critically needed challenging test to advance a skill. I like putting pressure on the players with this. Make it easy and have a stagnant character, gamble and you are closer to advancing a skill. This works even better than it sounds because the test involve [I]intent [/I]if you want to open a lock before the guards show up, and fail, you still open the lock- as the guards round the corner. [/QUOTE]
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