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General Tabletop Discussion
*TTRPGs General
Why Calculated XP is Important
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<blockquote data-quote="maddman75" data-source="post: 4697819" data-attributes="member: 2673"><p>For me it depends on the style of the game.</p><p></p><p>I currently run a quasi-campaign in 4e. Its Keep on the Borderlands converted to the new rules. I run it as a sandbox adventure. Its my fill in game if a key player can't make it for one of our regular games, or my 'hey its Tuesday nothing to do you guys wanna game?' Part of my assumption is that the keep is full of adventurers coming and going, and whoever is around tonight decides to go mess with something. Whatever, doesn't matter to me. There's some hooks to go into the Caves but they could just as easily take out the lizardmen nearby or go exploring. The assumption is that at the end of the game everyone returns to the keep, so there's no reliance on who was here last time or any of that. But it is a dynamic place. If players A, B, and C go to the caves and slaughter the goblins, then a week later players D, E, and F go out the goblins will be dead.</p><p></p><p>For that game, I use calculated XP. It makes sense, as I can't just level everyone at the end. Who knows if they'll be able to be there next time. It also measures a character as more experienced at going into the Caves.</p><p></p><p>For a longer term dramatic game, I would use the highly scientifically accurate 'you go up whenever I feel like it' method. I wouldn't punish someone for nonattendance, as I don't look on XP as a reward but a measure of experience. In this case if the character wasn't at the game they were certainly doing *something*. And I'd rather keep everyone at the same level so we don't run into any narrative problems with everyone trying to do the same thing.</p><p></p><p>XP style should depend on your game style.</p></blockquote><p></p>
[QUOTE="maddman75, post: 4697819, member: 2673"] For me it depends on the style of the game. I currently run a quasi-campaign in 4e. Its Keep on the Borderlands converted to the new rules. I run it as a sandbox adventure. Its my fill in game if a key player can't make it for one of our regular games, or my 'hey its Tuesday nothing to do you guys wanna game?' Part of my assumption is that the keep is full of adventurers coming and going, and whoever is around tonight decides to go mess with something. Whatever, doesn't matter to me. There's some hooks to go into the Caves but they could just as easily take out the lizardmen nearby or go exploring. The assumption is that at the end of the game everyone returns to the keep, so there's no reliance on who was here last time or any of that. But it is a dynamic place. If players A, B, and C go to the caves and slaughter the goblins, then a week later players D, E, and F go out the goblins will be dead. For that game, I use calculated XP. It makes sense, as I can't just level everyone at the end. Who knows if they'll be able to be there next time. It also measures a character as more experienced at going into the Caves. For a longer term dramatic game, I would use the highly scientifically accurate 'you go up whenever I feel like it' method. I wouldn't punish someone for nonattendance, as I don't look on XP as a reward but a measure of experience. In this case if the character wasn't at the game they were certainly doing *something*. And I'd rather keep everyone at the same level so we don't run into any narrative problems with everyone trying to do the same thing. XP style should depend on your game style. [/QUOTE]
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