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General Tabletop Discussion
*TTRPGs General
Why Calculated XP is Important
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<blockquote data-quote="S'mon" data-source="post: 4701783" data-attributes="member: 463"><p>My current campaign is at a D&D club, with highly variable players. If player is absent, PC is always absent - ill, magically asleep, hasn't arrived yet, looking after their pet baby achaierai, etc. And the PC gets no XP. I find that in the circumstances, with PCs arriving and departing all the time, it's the only way to do it.</p><p></p><p>As a player, I like XP as a reward for achievement. I'm ok with a looser system than the standard D&D approach, eg:</p><p></p><p>Typical amount achieved - standard XP award (say 3e's 300xlevel) for a typical session, say 4 challenging encounters.</p><p></p><p>Nothing achieved - no XP (rare, this would be for eg sessions taking up solely with planning or routine shopping, very boring for the GM and for many players). </p><p></p><p>Minor achievement - half standard XP - this might be where there's only 2 encounters, or lots of roleplay and character development but little risk/threat, or for preliminary investigations.</p><p></p><p>Major achievement -double standard XP - this is where you pull off the big heist, defeat the BBEG, etc.</p><p></p><p>For a typical 4 session adventure, it might go:</p><p></p><p>session 1 - set up and planning, preliminary investigation - 1/2 XP, or none.</p><p>session 2 - into the adventure, several encounters, standard XP, maybe 2/3-3/4 if threat level a bit low</p><p>session 3 - adventure continues, standard XP</p><p>session 4 - climactic battle, if victorious then double standard XP</p><p></p><p>This kind of approach doesn't require detailed calculation but neither does it create the moral hazard effects of XP-for-nothing. People say "Yeah, but we came to play, not sit around!" However if the GM gives XP for nothing, PCs get more powerful and thus more capable of success <strong>later</strong>, so there is a strong incentive to sit around until you feel powerful enough to take on the challenge.</p></blockquote><p></p>
[QUOTE="S'mon, post: 4701783, member: 463"] My current campaign is at a D&D club, with highly variable players. If player is absent, PC is always absent - ill, magically asleep, hasn't arrived yet, looking after their pet baby achaierai, etc. And the PC gets no XP. I find that in the circumstances, with PCs arriving and departing all the time, it's the only way to do it. As a player, I like XP as a reward for achievement. I'm ok with a looser system than the standard D&D approach, eg: Typical amount achieved - standard XP award (say 3e's 300xlevel) for a typical session, say 4 challenging encounters. Nothing achieved - no XP (rare, this would be for eg sessions taking up solely with planning or routine shopping, very boring for the GM and for many players). Minor achievement - half standard XP - this might be where there's only 2 encounters, or lots of roleplay and character development but little risk/threat, or for preliminary investigations. Major achievement -double standard XP - this is where you pull off the big heist, defeat the BBEG, etc. For a typical 4 session adventure, it might go: session 1 - set up and planning, preliminary investigation - 1/2 XP, or none. session 2 - into the adventure, several encounters, standard XP, maybe 2/3-3/4 if threat level a bit low session 3 - adventure continues, standard XP session 4 - climactic battle, if victorious then double standard XP This kind of approach doesn't require detailed calculation but neither does it create the moral hazard effects of XP-for-nothing. People say "Yeah, but we came to play, not sit around!" However if the GM gives XP for nothing, PCs get more powerful and thus more capable of success [B]later[/B], so there is a strong incentive to sit around until you feel powerful enough to take on the challenge. [/QUOTE]
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