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What would you do - xp award
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<blockquote data-quote="shilsen" data-source="post: 3766267" data-attributes="member: 198"><p>Same here. And I've divorced the XP awarded from what PCs do in the game. I award enough XP to keep PCs advancing at a speed I want. Players, as you say, can just have their characters do what they think the character should, without ever wondering if they're shortchanging themselves because they're not doing the "right things".</p><p></p><p></p><p></p><p>Absolutely. A big benefit of my method is that I don't need to spend time looking up XP tables and CR and the like.</p><p></p><p></p><p></p><p>Absolutely. Firstly, the PC was there even if the player wasn't. And secondly, the player's already missed the best part of the game, which is ... well, playing the game. For him to miss that and to be penalized XP would be really mean of me, IMNSHO.</p><p></p><p>Of course, even if the PC isn't present it doesn't matter, since the XP award (as noted above) isn't tied to what PCs do in game. As far as I'm concerned, XP and level advancement exist for mainly metagame reasons: levels exist because it's fun to have PC abilities develop and grow, and XP exists to calculate the speed of that advance. So I don't see any advantage to tying it into IC actions.</p><p></p><p></p><p></p><p>I'd rather deal with the kind of above issue in-game. If the PC doesn't help the other PCs in-game, then presumably the other PCs will address that in-game and tell you to either shape up or ship out. I want in-game actions and choices to have in-game consequences, rather than tying them to a mostly metagame construct like XP. Tying XP to PC actions is too much like grading for me, and I do more than enough as a teacher.</p></blockquote><p></p>
[QUOTE="shilsen, post: 3766267, member: 198"] Same here. And I've divorced the XP awarded from what PCs do in the game. I award enough XP to keep PCs advancing at a speed I want. Players, as you say, can just have their characters do what they think the character should, without ever wondering if they're shortchanging themselves because they're not doing the "right things". Absolutely. A big benefit of my method is that I don't need to spend time looking up XP tables and CR and the like. Absolutely. Firstly, the PC was there even if the player wasn't. And secondly, the player's already missed the best part of the game, which is ... well, playing the game. For him to miss that and to be penalized XP would be really mean of me, IMNSHO. Of course, even if the PC isn't present it doesn't matter, since the XP award (as noted above) isn't tied to what PCs do in game. As far as I'm concerned, XP and level advancement exist for mainly metagame reasons: levels exist because it's fun to have PC abilities develop and grow, and XP exists to calculate the speed of that advance. So I don't see any advantage to tying it into IC actions. I'd rather deal with the kind of above issue in-game. If the PC doesn't help the other PCs in-game, then presumably the other PCs will address that in-game and tell you to either shape up or ship out. I want in-game actions and choices to have in-game consequences, rather than tying them to a mostly metagame construct like XP. Tying XP to PC actions is too much like grading for me, and I do more than enough as a teacher. [/QUOTE]
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