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What does XP mean to you?
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<blockquote data-quote="Lanefan" data-source="post: 2954007" data-attributes="member: 29398"><p>Experience points are called that because they represent experience...things learned via doing whatever it is you do...in an abstract yet surprisingly elegant way. The game simply then assumes that the PC's and other adventuring types accumulate ExP far faster than the general populace...fine by me.</p><p></p><p>The question of ExP for killing vs. ExP for avoiding has always bothered me for this reason: if the party takes pains to avoid an encounter and gets the requisite ExP on the way in to the dungeon, but then decides to engage and kill said encounter later on the way out, do they get ExP again? Logic says they should, at least to some extent, but canny players will soon figure out this double-dip scam and make sure to adopt an avoid-then-kill strategy whenever possible.</p><p></p><p>As for who gets what ExP, most of the time it's pretty cut and dried: if you take part in a given encounter, you get ExP for it. If your involvement was peripheral, or if you died during it, you get half. If you weren't involved at all, you get none. At the end of each adventure, I give out a bonus based on whether the mission goal was achieved or not, how much of the adventure (usually gauged by days) you were around for, and an occasional fudge factor e.g. if all the significant parts of the adventure happened right at the end, someone who came in halfway through might get more than half bonus.</p><p></p><p>You level up ("bump") whenever; you don't gain most of the new level's benefits until you train.</p><p></p><p>It seems so simple. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 2954007, member: 29398"] Experience points are called that because they represent experience...things learned via doing whatever it is you do...in an abstract yet surprisingly elegant way. The game simply then assumes that the PC's and other adventuring types accumulate ExP far faster than the general populace...fine by me. The question of ExP for killing vs. ExP for avoiding has always bothered me for this reason: if the party takes pains to avoid an encounter and gets the requisite ExP on the way in to the dungeon, but then decides to engage and kill said encounter later on the way out, do they get ExP again? Logic says they should, at least to some extent, but canny players will soon figure out this double-dip scam and make sure to adopt an avoid-then-kill strategy whenever possible. As for who gets what ExP, most of the time it's pretty cut and dried: if you take part in a given encounter, you get ExP for it. If your involvement was peripheral, or if you died during it, you get half. If you weren't involved at all, you get none. At the end of each adventure, I give out a bonus based on whether the mission goal was achieved or not, how much of the adventure (usually gauged by days) you were around for, and an occasional fudge factor e.g. if all the significant parts of the adventure happened right at the end, someone who came in halfway through might get more than half bonus. You level up ("bump") whenever; you don't gain most of the new level's benefits until you train. It seems so simple. :) Lanefan [/QUOTE]
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