Sure you are, that is the nature of an open game, they reward themselves.The issue is that you're not rewarding anything, nor are you incentivizing anything. Characters level up regardless of the risks they take or the things they accomplish.
Sure you are, that is the nature of an open game, they reward themselves.The issue is that you're not rewarding anything, nor are you incentivizing anything. Characters level up regardless of the risks they take or the things they accomplish.
It would be interesting to combine gear only advancement with actual player experience knowledge advancement. For example, a milieu in which recipes are important. Players get the recipes by actually discovering them in game through combining components. Sure, some recipes might be able to be purchased, too, but they wouldn't just appear because you dinged.Then why have XP at all?
Except it's not a problem as it works well IMEThe only problem with that approach is it assumes a pretty unitary speed-of-activity by people which I'm not sure is at all warranted.
Stalker works really well as an equipment only game. It doesn't have character stats or attributes at all.It would be interesting to combine gear only advancement with actual player experience knowledge advancement. For example, a milieu in which recipes are important. Players get the recipes by actually discovering them in game through combining components. Sure, some recipes might be able to be purchased, too, but they wouldn't just appear because you dinged.
XP in D&D has always been so generic though. I dont drive game purpose (mystery, political intrigue, etc...) with the XP system. All those generic things are baked into the classes. The players use the abilities, skills, feats, etc.. to solve problems discover a way forward and drive the game. The purpose is derived through setting and campaign guide that the GM (I, or whoever) sets up for session zero.XP are a deliberate metagame tool. They exist for the purpose of encouraging certain behavior and discouraging others. That is the whole point. Players doing whatever they feel like is not inherently desireable or good.
A good game is not all the things to all people. A good game has a focus. Rewards and incentives are a great tool to maintain focus in the campaign and staying within the campaign's premise. For one player it might be fun to play the game in whatever way seems most interesting at the moment, but when you have six people who are all interested in different things that doesn't really work. Also, in a campaign that is set up for a certain thing, the GM can prepare and create content accordingly. This becomes increasingly harder and less effective when the scope of the campaign is less defined. And when players can do anything, but nothing seems really pressing, it becomes hard to decide what to do to create new exciting situations.
A clear system that tells players "You'll always get rewarded for doing that thing" helps with all of that. It helps keeping thr campaign within its premise without having to set up invisible walls.
(That being said, D&D wants to be all things to all people and XP as a mechanic were copied over blindly out of tradition, without considering what they are supposed to incentivize.)
Is it really all that difficult? A lot of these things are typically locked in D&D style gaming behind the granularity of level progression, where a character may get bonuses to attributes, attacks, or acquire more powerful weapons and armor with gold. Index Card RPG, for example, typically offers a loot based method of progression, as opposed to level-based, where the items provide bonuses to PC stats or abilities.Stalker works really well as an equipment only game. It doesn't have character stats or attributes at all.
But I'm not sure if a comparable granularity of accuracy, weapon damage, armor protection, and elemental resistances could translate into RPGs while being both noticable in action and practical to manage.
One of OD&D's most distinctive qualities is its rules for handling ability bonuses, and its philosophy of bonuses, in general. Compared to later versions of the game, OD&D bonuses are uncommon. This means that a +1 bonus in OD&D is a bigger deal than a +1 bonus in B/X, BECM, AD&D, or 3E D&D; you need a truly significant advantage before receiving a +1 bonus (e.g. a magic sword). Consider that Str does not affect attack or damage rolls. Dex does not affect Armor Class. Dex does affect attack rolls with ranged attacks, but the largest bonuses you can receive from high Dex is +1. Et cetera.
The issue is that you're not rewarding anything, nor are you incentivizing anything. Characters level up regardless of the risks they take or the things they accomplish.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.