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<blockquote data-quote="aramis erak" data-source="post: 8321765" data-attributes="member: 6779310"><p>.Yes, they do. </p><p></p><p>CoC (and other BRP, including Pendragon) - what you use in a significant task is elligible for a check-roll at end of session and/or character month. If that roll is over the current score, raise the score by an amount (which varies by which edition/flavor of BRP game).</p><p></p><p>GURPS is point build; XP are simply more character points, except that spending them on attributes is doubled cost.</p><p></p><p>Traveller varies widely by edition. In CT, you can engage in training, but few campaigns last long enough to make ability adancement (atts, skills) actually happen. In MT, one tally per skill per 180 days, each character month, roll 2d6+tallies for 15+ to raise it.. TTNE: Skills and Initiative are raised with experience points, but Initiative XP is its own pool separate from skills. T4: skills used in significant ways get marked. End of session, the GM awards XP, which must be spent to make checks to increase the skill at the end of session. I don't recall if XP can be saved or not, but skill uses cannot. T20: Standard D&D except for the rates. T5: I don't know. MGT 1: weeks of training based upon total levels of skills held. MGT2: don't know.</p><p></p><p>All of these reward specific behaviors in play.</p><p>CoC/BRP: rewards use of a broad range of skills with increased chance of raising at least one. If you don't use a skill in play in (what the GM determines is appropriate) significant use, you don't advance. There is no GM awarded bonus for good RP in most flavors, but Pendragon's Glory system does do that. (It's a fairly edge case, being the only officially BRP game to not use d100 for skill tests, but instead d20.) </p><p></p><p>GURPS gives specific guidelines, I recall that it's 1 XP for play, 1 for good roleplay, and 1 for accomplishing goals/missions. My books aren't to hand to get the rest. </p><p></p><p>TNE and T4 Traveller explicitly do allow GMs to give XP for roleplay and/or mission completion. </p><p>T20 has a very different schedule of XP from D&D, but does include mission completion and roleplay.</p><p>MT and CT don't explicitly allow GM awarded general experience; MT only allows used skills, and CT only allows improvement programs taking years, or training regimens by qualified instructors taking weeks.</p><p>MGT1 - I don't recall if it explicitly allows giving an extra week of training per session, but it is a not uncommon housenrule.</p><p></p><p>Almost all games have some behavioral reward, at least in the version of behavioral reward used in my undergrad psych courses. Very few games do not.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8321765, member: 6779310"] .Yes, they do. CoC (and other BRP, including Pendragon) - what you use in a significant task is elligible for a check-roll at end of session and/or character month. If that roll is over the current score, raise the score by an amount (which varies by which edition/flavor of BRP game). GURPS is point build; XP are simply more character points, except that spending them on attributes is doubled cost. Traveller varies widely by edition. In CT, you can engage in training, but few campaigns last long enough to make ability adancement (atts, skills) actually happen. In MT, one tally per skill per 180 days, each character month, roll 2d6+tallies for 15+ to raise it.. TTNE: Skills and Initiative are raised with experience points, but Initiative XP is its own pool separate from skills. T4: skills used in significant ways get marked. End of session, the GM awards XP, which must be spent to make checks to increase the skill at the end of session. I don't recall if XP can be saved or not, but skill uses cannot. T20: Standard D&D except for the rates. T5: I don't know. MGT 1: weeks of training based upon total levels of skills held. MGT2: don't know. All of these reward specific behaviors in play. CoC/BRP: rewards use of a broad range of skills with increased chance of raising at least one. If you don't use a skill in play in (what the GM determines is appropriate) significant use, you don't advance. There is no GM awarded bonus for good RP in most flavors, but Pendragon's Glory system does do that. (It's a fairly edge case, being the only officially BRP game to not use d100 for skill tests, but instead d20.) GURPS gives specific guidelines, I recall that it's 1 XP for play, 1 for good roleplay, and 1 for accomplishing goals/missions. My books aren't to hand to get the rest. TNE and T4 Traveller explicitly do allow GMs to give XP for roleplay and/or mission completion. T20 has a very different schedule of XP from D&D, but does include mission completion and roleplay. MT and CT don't explicitly allow GM awarded general experience; MT only allows used skills, and CT only allows improvement programs taking years, or training regimens by qualified instructors taking weeks. MGT1 - I don't recall if it explicitly allows giving an extra week of training per session, but it is a not uncommon housenrule. Almost all games have some behavioral reward, at least in the version of behavioral reward used in my undergrad psych courses. Very few games do not. [/QUOTE]
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