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<blockquote data-quote="Sword of Spirit" data-source="post: 6943711" data-attributes="member: 6677017"><p>One reason I personally favor XP (and it's just a preference--I've played in games without it and was relatively fine with it), is because it strains credibility for me for characters to increase their class abilities...for doing stuff that doesn't involve practicing those abilities. Finishing a bunch of role-playing challenges, accomplishing goals that don't involve using your class abilities, etc, just doesn't scream, "Now I know how to fight better!" to me.</p><p></p><p>Instead, I prefer a "you get what you pay for" approach. You get XP for using your class abilities, including stuff regular people aren't trained to do. Combat is the biggest way to do that, but overcoming traps, using skill Expertise, non-combat spell usage, etc, also involve class abilities and should advance you in that.</p><p></p><p>Now, I don't split it up into individual XP awards--way too much granularity that way. I just hand out XP for combat, and then an arbitrary amount based on how much I feel like they used their class abilities in other ways. When they get enough XP from doing these things, their class abilities improve and they gain a level.</p><p></p><p>If they want <em>money</em>, they do the things that get them money. If they want <em>social influence</em> they do the things that would produce that. If they want <em>magic items</em> they can go look for them.</p><p></p><p>As role-playing rewards, I've allowed Inspiration to overflow into something I call "Impact", which they can spend to anchor their character to the setting and gain benefits. If you role-play your character, you get role-playing rewards. Ie, you get what you pay for.</p><p></p><p>As I said, it's purely a matter of preference, but it works for me in encouraging players to have their characters search for what they want, rather than getting the same sorts of rewards just for playing.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6943711, member: 6677017"] One reason I personally favor XP (and it's just a preference--I've played in games without it and was relatively fine with it), is because it strains credibility for me for characters to increase their class abilities...for doing stuff that doesn't involve practicing those abilities. Finishing a bunch of role-playing challenges, accomplishing goals that don't involve using your class abilities, etc, just doesn't scream, "Now I know how to fight better!" to me. Instead, I prefer a "you get what you pay for" approach. You get XP for using your class abilities, including stuff regular people aren't trained to do. Combat is the biggest way to do that, but overcoming traps, using skill Expertise, non-combat spell usage, etc, also involve class abilities and should advance you in that. Now, I don't split it up into individual XP awards--way too much granularity that way. I just hand out XP for combat, and then an arbitrary amount based on how much I feel like they used their class abilities in other ways. When they get enough XP from doing these things, their class abilities improve and they gain a level. If they want [I]money[/I], they do the things that get them money. If they want [I]social influence[/I] they do the things that would produce that. If they want [I]magic items[/I] they can go look for them. As role-playing rewards, I've allowed Inspiration to overflow into something I call "Impact", which they can spend to anchor their character to the setting and gain benefits. If you role-play your character, you get role-playing rewards. Ie, you get what you pay for. As I said, it's purely a matter of preference, but it works for me in encouraging players to have their characters search for what they want, rather than getting the same sorts of rewards just for playing. [/QUOTE]
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