That is not necessarily a problem. Some folks get huge amounts of fun at the tactical game portion of D&D. For some, it is its own reward.
So? Those best able to play a tactical skirmish game win in the combat format, don't they? If I'm not a tactical genius, I'm at an inherent disadvantage, just like the ones who aren't good at guessing and performing what the judge things roleplaying is.
The point being that whatever reward system you use, some folks will be better at it than others.
So? Those best able to play a tactical skirmish game win in the combat format, don't they? If I'm not a tactical genius, I'm at an inherent disadvantage, just like the ones who aren't good at guessing and performing what the judge things roleplaying is.
The point being that whatever reward system you use, some folks will be better at it than others.
I agree completely - in fact, I think that is the focus of play best supported by D&D in all editions, by far! But you might notice that the original poster was asking a specific question, so I was attempting to give an answer to that question.That is not necessarily a problem. Some folks get huge amounts of fun at the tactical game portion of D&D. For some, it is its own reward.
All true, but when did I say that was the actual problem? If you read further down my post you will see that I outline what I though the issues would be - this first part of the post was just an explanation of my expectations as background to those problems.So? Those best able to play a tactical skirmish game win in the combat format, don't they? If I'm not a tactical genius, I'm at an inherent disadvantage, just like the ones who aren't good at guessing and performing what the judge things roleplaying is.
The point being that whatever reward system you use, some folks will be better at it than others.
Why not link those traits to their chances of succeeding in the game world? Have you ever seen the game "Pendragon"? I think that might encourage the sort of play you are looking for admirably.That's what I'm worried about is quantifying roleplaying in too general a sense. The idea that I'm tossing around in my mind is having the players give their characters certain traits - much like aspects in the Fate system - and judging them by those traits. Whenever they play their characters according to those traits, they are allowed to advance.
The flaw in your question is that it assumes I have a single "favourite system". The real answer to your query is that it depends on what focus I want play to have. For D&D I play 4E with standard xp mechanics, because I use D&D when looking for a 'gamist', 'challenge based' game and the xp model there fits such play well. If I want a more exploration-based, or 'simulationist' focussed game I will pick a system that does not have "experience points" in the sense they are usually thought of. Pendragon, that I mentioned above, is one example of such a system. HârnMaster is probably my favourite, since it also dispenses with hit points and a neccessary or expected focus on "adventures". Other games, like Primetime Adventures or Universalis, have completely different approaches that fit their own intended focus of play, as well. I "prefer" them all - for their own particular focus of play.I have another question after reading these posts. What is everyone's favorite system for leveling up? I've seen a lot of different systems do it a lot of different ways: GM choice, XP, random chance, etc. What do you prefer?