shilsen said:What do experience points mean to you?
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Since I think XP is effectively a metagame construct that exists purely for the purposes of the game, I mostly divorce it from character actions. I don’t use the “PC by CR” calculation system and PCs get a fixed number of XP per session, usually about 1000, modified up or down depending on when I want them to level up. It’s irrespective of what the characters do in the session. I figure the XP gain is only there so that the PCs can advance in level after a while, so it makes sense to me to keep it occurring at a rate which is conducive for me to run the game. If it weren’t for the fact that many PCs are creating items and doing things that use up XP, I’d have dropped it altogether. And next time I run a campaign (this one’s over a year old and has gone from 3rd-9th lvl), I’ll probably drop XP altogether and find a way to handle everything in the campaign that uses XP some other way (probably stealing from Piratecat’s use of action pts).
I’ve found some serious benefits to this approach to XP. Not only does it save me a lot of time, but it makes my players think about combat a lot more like their characters do. Since combat provides no OOC benefit (namely, XP), the only reason for getting into combat is because the characters think it’s a good idea, and they’re much more likely to consider other options than they would in a game using standard XP gain methods. I also avoid all the debates I see on these boards about situations where the DM isn’t sure how much XP the PCs deserve. All in all, I don’t think I’ll ever use the standard XP awarding system again.
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So, that’s my take on the subject. What do you think of XP and how do you award it?
I pretty much agree on your approach. I don't like to award a fixed amount per adventure (rather letting the PCs actions determine the amount the gain) but I also don't want xp=killing. I award xp for "overcoming" an encounter, which includes many things besides combat. For example, if the party sneaks past a room full of monsters they get xp as if they had defeated them in battle, likewise if they succesfully parley their way past them. Having to actually fight and kill them is not needed, but "facing" and overcoming the danger is. I'll also award xp bonus for achieving certain goals or tasks in the dungeon. Similar I guess to a role playing award but less subjective in that if you accomplish x you get a certain number of xp. The subjective part of course comes in what x is and the relative reward .