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General Tabletop Discussion
*TTRPGs General
Giving out XP based on amount of damage sustained?
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<blockquote data-quote="harpy" data-source="post: 5061312" data-attributes="member: 85243"><p>I guess this would apply to really any version of D&D, but one thing that knocks about in my head is an old element in Middle Earth Role Playing, where players would earn xp for the damage they took.</p><p></p><p>That has stuck with me over the years, and after a recent game of Pathfinder where players coasted through several encounters that were rated as being "hard" for their level, I thought perhaps... instead of giving out xp based off of the potential threat of the encounter, why not give out xp based on the actual threat of the encounter?</p><p></p><p>That is, the more the characters take a beating, the more xp they get, regardless of whatever the encounter is rated at.</p><p></p><p>I haven't thought rigorously about how a system would work, but loosely you could, say, add up all of the hit points the party possesses. Then as the combat unfolds you just keep track of the total damage delivered to the party. Also note things such as failed saving throws, characters that go unconscious, how many spells and other resources are expended. </p><p></p><p>Add all of that up and that would yield how much the encounter was worth. So the ideal situation for players who wanted to get as many xp as possible would be to get beaten to within inches of their life as much as possible.</p><p></p><p>Has anyone done anything like this, or are there any system that are built around this method?</p></blockquote><p></p>
[QUOTE="harpy, post: 5061312, member: 85243"] I guess this would apply to really any version of D&D, but one thing that knocks about in my head is an old element in Middle Earth Role Playing, where players would earn xp for the damage they took. That has stuck with me over the years, and after a recent game of Pathfinder where players coasted through several encounters that were rated as being "hard" for their level, I thought perhaps... instead of giving out xp based off of the potential threat of the encounter, why not give out xp based on the actual threat of the encounter? That is, the more the characters take a beating, the more xp they get, regardless of whatever the encounter is rated at. I haven't thought rigorously about how a system would work, but loosely you could, say, add up all of the hit points the party possesses. Then as the combat unfolds you just keep track of the total damage delivered to the party. Also note things such as failed saving throws, characters that go unconscious, how many spells and other resources are expended. Add all of that up and that would yield how much the encounter was worth. So the ideal situation for players who wanted to get as many xp as possible would be to get beaten to within inches of their life as much as possible. Has anyone done anything like this, or are there any system that are built around this method? [/QUOTE]
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