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<blockquote data-quote="pemerton" data-source="post: 6976568" data-attributes="member: 42582"><p>Back when I ran AD&D I used an XP rule from Dragon no 95 (March 1985), for awarding XP for overcoming non-combat challenges. (As well as XP for gold.)</p><p></p><p>When I ran Rolemaster for 20-odd years I used a mixture of activity-based and goal-based XP systems (the former from the core rulebooks, the latter I think from The Guild Companion online fanzine), but neither awarded XP only for success in combat.</p><p></p><p>4e's XP rules, as I posted, award XP for combat challenges, non-combat challenges ("skill challenges") and for free roleplaying, and so basically however the players are engaging the game, they earn XP (at the rate of around 1 on-level encounter's worth per hour of play). In other words, the XP rules are basically a convoluted pacing mechanic - which can be easily ditched to cut directly to pacing, which is how I am handling it in the new 4e game I recently started.</p><p></p><p>As I posted, if player are forcing fights to earn XP which, but for that, they wouldn't be interested in, then something has gone wrong with the XP system. You seem to be agreeing with this when you say that "even back in the early days of 3e I had to start giving out at least partial xp to avoided encounters so they felt like diplomacy was "worth it"</p></blockquote><p></p>
[QUOTE="pemerton, post: 6976568, member: 42582"] Back when I ran AD&D I used an XP rule from Dragon no 95 (March 1985), for awarding XP for overcoming non-combat challenges. (As well as XP for gold.) When I ran Rolemaster for 20-odd years I used a mixture of activity-based and goal-based XP systems (the former from the core rulebooks, the latter I think from The Guild Companion online fanzine), but neither awarded XP only for success in combat. 4e's XP rules, as I posted, award XP for combat challenges, non-combat challenges ("skill challenges") and for free roleplaying, and so basically however the players are engaging the game, they earn XP (at the rate of around 1 on-level encounter's worth per hour of play). In other words, the XP rules are basically a convoluted pacing mechanic - which can be easily ditched to cut directly to pacing, which is how I am handling it in the new 4e game I recently started. As I posted, if player are forcing fights to earn XP which, but for that, they wouldn't be interested in, then something has gone wrong with the XP system. You seem to be agreeing with this when you say that "even back in the early days of 3e I had to start giving out at least partial xp to avoided encounters so they felt like diplomacy was "worth it" [/QUOTE]
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