aramis erak
Legend
I disagree with the premise on its face, because it's a disconnect from realism, and because the extreme end of that process is to reject experience being spent to increase used abilities.
Most of the RPGs I've run, the defeat of Boss 1 should be predicate to being able to handle boss 2. Or to handle Boss 1 after he levels up, too.
The only game types where it really doesn't work are those where advancement of ability over time is not present - the reward in most for fighting any big bad usually includes increased competence (either directly, or via experience and/or useful treasures).
In the real world, the more one does a thing, usually, the better one becomes at it. This idea is at the heart of advancement systems in most games. Even Sentinel Comics has a (very slight) increase in ability over time. (the power gain is VERY slow - 1 reroll per session per "collection"... roughly 6-12 sessions in a collection.)
Likewise, if a game says "Earn 1 XP for each fight, but spend it only on skills not used that session," probably 95% of gamers would flip the bird at the designer and/or walk away, and probably 50% of GMs would run it anyway, but never inform the players of that experience restriction at all and house rule it away.
Most of the RPGs I've run, the defeat of Boss 1 should be predicate to being able to handle boss 2. Or to handle Boss 1 after he levels up, too.
The only game types where it really doesn't work are those where advancement of ability over time is not present - the reward in most for fighting any big bad usually includes increased competence (either directly, or via experience and/or useful treasures).
In the real world, the more one does a thing, usually, the better one becomes at it. This idea is at the heart of advancement systems in most games. Even Sentinel Comics has a (very slight) increase in ability over time. (the power gain is VERY slow - 1 reroll per session per "collection"... roughly 6-12 sessions in a collection.)
Likewise, if a game says "Earn 1 XP for each fight, but spend it only on skills not used that session," probably 95% of gamers would flip the bird at the designer and/or walk away, and probably 50% of GMs would run it anyway, but never inform the players of that experience restriction at all and house rule it away.