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Worlds of Design: The Benefit of Experience
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<blockquote data-quote="aramis erak" data-source="post: 8134898" data-attributes="member: 6779310"><p>Except in specific special cases, I ditched XP for GP acquired by adventure when running D&D...</p><p>... but started again to award it for GP earned at a non-adventuring job when 3.0 came out. Never for treasure, only for labor. Mostly for NPCs...</p><p></p><p>My favorite Level Based XP system is from Battle Born and Barony - the "Ignobles" mechanic.</p><p>It's a list of different activities the character must experience to level up. Only one per scene, and only if the ignoble marked is relevant, and the current experience is bigger/badder/more impessive than the prior ones. When you earn the ignoble, you have to write a sentence about it. </p><p>When you level up by filling them all, you improve in title, and get relevant skill bumps.</p><p></p><p>My second favorite Level Based XP system is that used in Palladium. (Yes, there is something Mr. Siembieda got right.) Good ideas, even if not attempted, are worth XP when proposed in character. Combat XP are relative to PCs.</p><p></p><p>For non-level-based, I'm fond of the Questions method in the various YZE games. Ask the questions, each yes is an XP.</p><p></p><p>But I really don't mind slow-improvement with regulargames, including STA. (My issues with it lie elsewhere.) </p><p></p><p>Also nifty is the "Collection" mechanic in Sentinel Comics. As your characters progresses through 6 issue stories, you accumulate a "collection" for each 6 issue set. Collections allow rerolls and/or avoiding consequences; each collection can be used once per Issue (Session, typically, sometimes 2). An you can call back to specific issues, too.</p><p></p><p>The One Ring's system is kinda slow, but steady, and has different XP pools - one for non-combat skills, and one for combat skills. AP for common skills are earned for use and exceptional results, can only be spent on skills. XP are for Valor, Wisdom, and Weapon skills. Certain cultures (Numenorian, Rivendell) have higher XP costs.</p><p></p><p>The thing is, XP as a reward cycle is pretty weak. It is, usually, too long from action to reward to really be the behavior mod tool. </p><p>Bennies in Savage Worlds, Plot Points in Cortex Classic/Plus/Prime, skill experience in The One Ring and in Burning Wheel also are immediate; best I've seen for shaping behavior was the immediacy of awards in Mouse Guard... Use it and succeed? Mark a success. Use it and Fail? Mark a fail. Nerf yourself, earn a check. Checks then allow you to narrate in the Player Phase.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8134898, member: 6779310"] Except in specific special cases, I ditched XP for GP acquired by adventure when running D&D... ... but started again to award it for GP earned at a non-adventuring job when 3.0 came out. Never for treasure, only for labor. Mostly for NPCs... My favorite Level Based XP system is from Battle Born and Barony - the "Ignobles" mechanic. It's a list of different activities the character must experience to level up. Only one per scene, and only if the ignoble marked is relevant, and the current experience is bigger/badder/more impessive than the prior ones. When you earn the ignoble, you have to write a sentence about it. When you level up by filling them all, you improve in title, and get relevant skill bumps. My second favorite Level Based XP system is that used in Palladium. (Yes, there is something Mr. Siembieda got right.) Good ideas, even if not attempted, are worth XP when proposed in character. Combat XP are relative to PCs. For non-level-based, I'm fond of the Questions method in the various YZE games. Ask the questions, each yes is an XP. But I really don't mind slow-improvement with regulargames, including STA. (My issues with it lie elsewhere.) Also nifty is the "Collection" mechanic in Sentinel Comics. As your characters progresses through 6 issue stories, you accumulate a "collection" for each 6 issue set. Collections allow rerolls and/or avoiding consequences; each collection can be used once per Issue (Session, typically, sometimes 2). An you can call back to specific issues, too. The One Ring's system is kinda slow, but steady, and has different XP pools - one for non-combat skills, and one for combat skills. AP for common skills are earned for use and exceptional results, can only be spent on skills. XP are for Valor, Wisdom, and Weapon skills. Certain cultures (Numenorian, Rivendell) have higher XP costs. The thing is, XP as a reward cycle is pretty weak. It is, usually, too long from action to reward to really be the behavior mod tool. Bennies in Savage Worlds, Plot Points in Cortex Classic/Plus/Prime, skill experience in The One Ring and in Burning Wheel also are immediate; best I've seen for shaping behavior was the immediacy of awards in Mouse Guard... Use it and succeed? Mark a success. Use it and Fail? Mark a fail. Nerf yourself, earn a check. Checks then allow you to narrate in the Player Phase. [/QUOTE]
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