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General Tabletop Discussion
*TTRPGs General
what makes a system encourage roleplaying not "rollplaying"
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<blockquote data-quote="chatdemon" data-source="post: 235015" data-attributes="member: 228"><p>That works too, hell, a lot of times I just arbitrarily come up with a round number for combat XP, giving the fighters (single classed plain old fighters only) and extra 50% of that number (to fit my fighters get 75% of total, everyone else gets 50% of total system) and then add in misc. awards and role playing awards. I've been a DM for a long time, and have had the same group for a few years now, so I know roughly how many XP they earn based on the encounters they complete, and I know how much XP I need to dole out to keep the group from becoming frustrated with slow advancement. </p><p></p><p>We game once a week, usually, and I like to keep the party at a one level every 1 1/2 to 2 months of real time. This may seem slow, but I like it. It encourages single classing, since you advance slowly, splitting your levels among multiple classes gives you a lot of abilities, but the single classed characters will achieve whoopass-hood much sooner. It also gives the players a chance to explore the abilties they gain each level, wading through all the avaiable options before stacking a new set of powers on the pile. This also, IMO, encourages role playing in its own way. Since the actual XP level of the party advances slowly, things like gaining rank in a guild or group, making a network of contacts and cronies, and developing your PCs reputation and legend among the NPCs of the world become far more important. Heroes do not need to be high level, and allowing the party to explore ways of achieving status without simply adding more XP levels is a great way of reflecting that.</p></blockquote><p></p>
[QUOTE="chatdemon, post: 235015, member: 228"] That works too, hell, a lot of times I just arbitrarily come up with a round number for combat XP, giving the fighters (single classed plain old fighters only) and extra 50% of that number (to fit my fighters get 75% of total, everyone else gets 50% of total system) and then add in misc. awards and role playing awards. I've been a DM for a long time, and have had the same group for a few years now, so I know roughly how many XP they earn based on the encounters they complete, and I know how much XP I need to dole out to keep the group from becoming frustrated with slow advancement. We game once a week, usually, and I like to keep the party at a one level every 1 1/2 to 2 months of real time. This may seem slow, but I like it. It encourages single classing, since you advance slowly, splitting your levels among multiple classes gives you a lot of abilities, but the single classed characters will achieve whoopass-hood much sooner. It also gives the players a chance to explore the abilties they gain each level, wading through all the avaiable options before stacking a new set of powers on the pile. This also, IMO, encourages role playing in its own way. Since the actual XP level of the party advances slowly, things like gaining rank in a guild or group, making a network of contacts and cronies, and developing your PCs reputation and legend among the NPCs of the world become far more important. Heroes do not need to be high level, and allowing the party to explore ways of achieving status without simply adding more XP levels is a great way of reflecting that. [/QUOTE]
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