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General Tabletop Discussion
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How do you handle Experience Points?
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<blockquote data-quote="Viking Bastard" data-source="post: 6260679" data-attributes="member: 509"><p>I used to just level up on a whim, but my current group responds quite strongly to XP in a way that previous groups have not, so we used 4e's XP system as-is (with bonus XP for finishing quests or meeting goals). I'm not that fond of the standard D&D XP system, though. I don't really like rewarding XP for body count and while I've learned to appreciate the thought behind rewarding XP for treasure, I'm not enamored by that approach either.</p><p></p><p>So for my current game, I adopted a system inspired by indie D&D-alikes like Old School Hack and Dungeon World, where you level up by spending Action Points (although we just call them XP):</p><p></p><ul> <li data-xf-list-type="ul">You gain XP by overcoming challenges or failing spectacularly.</li> <li data-xf-list-type="ul">You can spend those XP in-game for various benefits (gaining Advantage, some class based-benefits).</li> <li data-xf-list-type="ul">Gaining XP does not count towards a level-up, only spending it does. Spend 20 XP and you gain a level.</li> <li data-xf-list-type="ul">You can only hold 2 unspent XP at once--you will not gain more XP until you spend some.</li> <li data-xf-list-type="ul">Any XP still held at the end of a session is considered automatically spent.</li> </ul><p></p><p>We've been using this system for a few sessions now, and while I'm certain that it will see some fine-tuning through playtesting, it's been really well received by the group.</p></blockquote><p></p>
[QUOTE="Viking Bastard, post: 6260679, member: 509"] I used to just level up on a whim, but my current group responds quite strongly to XP in a way that previous groups have not, so we used 4e's XP system as-is (with bonus XP for finishing quests or meeting goals). I'm not that fond of the standard D&D XP system, though. I don't really like rewarding XP for body count and while I've learned to appreciate the thought behind rewarding XP for treasure, I'm not enamored by that approach either. So for my current game, I adopted a system inspired by indie D&D-alikes like Old School Hack and Dungeon World, where you level up by spending Action Points (although we just call them XP): [list] [*]You gain XP by overcoming challenges or failing spectacularly. [*]You can spend those XP in-game for various benefits (gaining Advantage, some class based-benefits). [*]Gaining XP does not count towards a level-up, only spending it does. Spend 20 XP and you gain a level. [*]You can only hold 2 unspent XP at once--you will not gain more XP until you spend some. [*]Any XP still held at the end of a session is considered automatically spent. [/list] We've been using this system for a few sessions now, and while I'm certain that it will see some fine-tuning through playtesting, it's been really well received by the group. [/QUOTE]
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How do you handle Experience Points?
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