What is the purpose of experience points?
What are Experience Points in D&D?
1. First they are your score for playing your class through the length of the campaign (a single play of the game).
2. They measure how much personal experience/learning in the campaign you as a player have shown and...
3. They measure the accumulated class experience for a character, PC or NPC, in the campaign.
No. Those are the games treating D&D as a game. A game where score should be tracked because the players are playing to objectives, like collecting experience points for one. Story following games as D&D have been very popular too and I don't discount them. But no one needs to track the score in those games.
"But experience points are an illusion". No, they're not. In my last session, characters had a very difficult fight, and remembering their XP from memory only, I expected some of them (I also track evolution individually for each character) to advance by the end of the session. In other words, if I was playing by "level when you want to", they would have leveled. By then end of the session, though, nobody advanced. I felt tempted to add a "completing a challenging mission" XP reward to help them reach the magic number, but in the end I decided against it, exactly because I didn't want it to be an illusion, I want it to be a mostly objective goal.
That's how I like to DM, that's how I like to play. I love D&D, I hope they keep "XP to level up" as the core advancement rule forever.
Not only that but the DMG for 1e AD&D had a table to show what monsters should be on each Dungeon Level which were supposed to map roughly to character level as well. Each level was carefully populated with a mix of easy, medium and hard encounters for the appropriate level.
I mean, the idea was supposed to be that players could go to Dungeon Level 2 even at first level if they wanted to, but they'd get higher risk and should know this in advance.
D&D Next is going to have a rough time accommodating not just game styles to satisfy different players. Complexity be damned, some players want to game the game world, while others want to take turns creating a shared story/world. Those are two seriously opposed games objectives. Not that those are the only two reasons to play D&D, but these two do not work in concert with each other. The first requires serious effort to create a code behind a screen for players to test their gaming acumen against with more nuance and game play than any Chess game could afford. The other begins as an empty page and is added to at every step with rules designed to support that. Personally I don't see the two existing at the same table as a DM as referee or a DM as story leader has extraordinarily different jobs to do. For instance in one you would never want to improvise (like in Mastermind), while in the other all they may ever do is improvise.
Referees in basketball only award a basket if the players actually put the ball through the hoop. That's what is gaining players/characters points in D&D. The referee doesn't fudge that a last point buzzer shot went in when it didn't, even though it would make a better story, because games aren't storytelling.In some other threads there is a divide between those who want each scene to be framed and then run as written versus those who are more open to fudging/adjusting on the fly if it suits the story. Is there something of an analogy to that here for the XP giving? Is giving the XP for particular accomplishments (monster, trap, treasure, story goal) kind of like letting the scene play out as written, where giving levels when it feels right kind of like the fudging?
Like anything hidden behind the screen it's trial and error learned through playing the game.I have the same memory as @Balesir here - you didn't go to the next level until you finished off the one you were on unless you wanted it to get really ugly really fast. I'm trying to remember where I first learned that though and I can't recall. I mean, presumably it isn't some innate cultural memory.
How abysmal early games were, huh? I still don't see how running D&D as a game for the players to game is ever going to mesh with players looking to tell a story.Didn't B/X and 1e let people do both of these things? Our group certainly got a lot of story out of 1e and you got a lot of game? Are we just more consciously aware of what's going on behind the scenes? Did we ever worry about anything like the 3-pillars or choosing useless feats back then? (How did I not notice for all those years how absolutely atrocious thieves were at all the thieves skills until they had quite a few levels under their belts? How did we not mind at all having nothing for our characters to do for large chunks of the dungeon crawl if we were in the middle back of the marching order but didn't have offensive spells?)
But D&D is not a sport, it is not a competitive endevour. There are no teams and neither side is trying to beat the other - it is a cooperative undertaking. Has it been played that way? yes. Is that the norm or the default? I would say no.Referees in basketball only award a basket if the players actually put the ball through the hoop. That's what is gaining players/characters points in D&D. The referee doesn't fudge that a last point buzzer shot went in when it didn't, even though it would make a better story, because games aren't storytelling.
If you run D&D as a game for players to game, then you will lose the players who are invested in the story. But the rules don't have to require running the game that way. I, for one, haven't run D&D that way in over 30 years. I haven't played that way either.I still don't see how running D&D as a game for the players to game is ever going to mesh with players looking to tell a story.
The difficulty is the game the players play to succeed against, or at least learn about enough to achieve their own objectives within. Player play to improve or beat a module just as I believe most video gamers play.But D&D is not a sport, it is not a competitive endevour. There are no teams and neither side is trying to beat the other - it is a cooperative undertaking. Has it been played that way? yes. Is that the norm or the default? I would say no.
If you run D&D as a shared activity for the players to tell a story, then you lose the players who are invested in it for the game. The rules haven't been clear on how to run it for sometime and its not unusual today to see all sorts of play styles for this one game being played in the same hobby store - no matter how well the rules support them. But it wasn't always so.If you run D&D as a game for players to game, then you will lose the players who are invested in the story. But the rules don't have to require running the game that way. I, for one, haven't run D&D that way in over 30 years. I haven't played that way either.
The difficulty is the game the players play to succeed against, or at least learn about enough to achieve their own objectives within. Player play to improve or beat a module just as I believe most video gamers play.
If you run D&D as a shared activity for the players to tell a story, then you lose the players who are invested in it for the game. The rules haven't been clear on how to run it for sometime and its not unusual today to see all sorts of play styles for this one game being played in the same hobby store - no matter how well the rules support them. But it wasn't always so.
I'm not claiming what the players in our hobby do. I'm suggesting the original game design was constructed for purposes other than what everyone uses it for, even long ago.The problem is that you seem to claim that all players do this. I don't.
That's is good and I've seen every type of the GNS players satisfied at the same D&D table, but in general the game supports only a limited number of playstyles. There are games available now that simply better support others. Should the next version of D&D include multiple options for play? Of course, but I don't think co-op competition gaming will work with pure story trading gaming in the same campaign without routinely losing the consequences of the previous player's actions.I have other players that play the game for the same reason I do. We also have other players that are more like you describe. Both types play at the same table and we don't lose one type for the other.
That's true for me too.I've been playing for 31 years. And each table I played at back then through all the ones I play now have had different styles. I has always been so, unless you go back to the point when there was only one table running the game.
I'm not claiming what the players in our hobby do. I'm suggesting the original game design was constructed for purposes other than what everyone uses it for, even long ago.
And thankfully, it has evolvedI'm not claiming what the players in our hobby do. I'm suggesting the original game design was constructed for purposes other than what everyone uses it for, even long ago.
I don't believe that anyone here has suggested that D&DNext should be/support "pure story trading gaming". I certainly haven't - at least not intentionally. Nor do I want a game that requires competition. I have no qualms if the game supports competitive styles of play - I just don't want it to be the mandated, default style of play. I don't want the players to have to compete against the DM, each other, or the game itself. I want a game that allows the DM to create/run challenging, engaging scenarios - and, while I want the game mechanics to be engaging, I do not want them to be so challenging as to get in the way of, or take away from, the scenarios created.That's is good and I've seen every type of the GNS players satisfied at the same D&D table, but in general the game supports only a limited number of playstyles. There are games available now that simply better support others. Should the next version of D&D include multiple options for play? Of course, but I don't think co-op competition gaming will work with pure story trading gaming in the same campaign without routinely losing the consequences of the previous player's actions.
I'm suggesting the original game design was constructed for purposes other than what everyone uses it for, even long ago.