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General Tabletop Discussion
*TTRPGs General
Should Roleplay Determine Character Advancement?
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<blockquote data-quote="Norcross" data-source="post: 5480130" data-attributes="member: 6670622"><p>This one seems pretty easy, as it has been done in a number of systems.</p><p></p><p>1) The base XP for the session is based on the goal/mission/quest/whatever. For example: The party gets 2000 XP apiece once the princess is rescued. They don't get XP for sneaking into the prison. They don't get XP for killing the guards. They either rescue the princess and get the XP, or they fail and don't. You might give them partial credit if they get halfway or something, but adding up the number of guards they kill and giving XP based on that is right out.</p><p></p><p>2) Bonus XP or penalties for secondary goals. +100 XP if you find out why the princess was captured. -100 XP if you rescue her but don't recover her jewels. Half credit if she dies but you bring her body back for a resurrection spell.</p><p></p><p>3) Bonus XP for each character based on their background and personality. These do not have to vary per adventure. The wizard who has as part of his personality to hoard magic items gets +50/level XP each session if he does not use any magic items with charges. The priest gets +50 XP/level each session if no non-evil NPCs are killed. Whatever, as long as they are in character and have some basic drawback in attempting to achieve.</p><p></p><p>Now you can use XP for advancement as normal. The XP are now based purely on story and role-playing so do not reward hunting for random encounters, but they are still based on game mechanics instead of a nebulous idea of what one person considers role-playing.</p></blockquote><p></p>
[QUOTE="Norcross, post: 5480130, member: 6670622"] This one seems pretty easy, as it has been done in a number of systems. 1) The base XP for the session is based on the goal/mission/quest/whatever. For example: The party gets 2000 XP apiece once the princess is rescued. They don't get XP for sneaking into the prison. They don't get XP for killing the guards. They either rescue the princess and get the XP, or they fail and don't. You might give them partial credit if they get halfway or something, but adding up the number of guards they kill and giving XP based on that is right out. 2) Bonus XP or penalties for secondary goals. +100 XP if you find out why the princess was captured. -100 XP if you rescue her but don't recover her jewels. Half credit if she dies but you bring her body back for a resurrection spell. 3) Bonus XP for each character based on their background and personality. These do not have to vary per adventure. The wizard who has as part of his personality to hoard magic items gets +50/level XP each session if he does not use any magic items with charges. The priest gets +50 XP/level each session if no non-evil NPCs are killed. Whatever, as long as they are in character and have some basic drawback in attempting to achieve. Now you can use XP for advancement as normal. The XP are now based purely on story and role-playing so do not reward hunting for random encounters, but they are still based on game mechanics instead of a nebulous idea of what one person considers role-playing. [/QUOTE]
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Should Roleplay Determine Character Advancement?
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