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XP Awards for -- what????
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<blockquote data-quote="Shiroiken" data-source="post: 8836173" data-attributes="member: 6775477"><p>We use group XP, so everyone score the same amount, including people who miss the session. It keeps the group even, and prevents any animosity or concerns about favoritism. I've done RP XP in the past, and it can definitely lead to this. If I did treasure again (like AD&D), I'd steal the idea I saw a long time ago, where you get XP for <em>spending</em> gold, incentivizing players to enjoy their loot, rather than hoarding it (which is common now).</p><p></p><p>I've always hated that xp has been mostly combat based since 3E, so I've broken it up into the 3 pillars: Monster (MXP), Social (SXP), and Exploration (EXP), plus I also occasionally have a bonus for completing adventures/quests (QXP) to keep the players motivated to succeed (I run sandbox, so giving up is always an option). This divides up the player's incentives, moving them away from just combat focused solutions.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8836173, member: 6775477"] We use group XP, so everyone score the same amount, including people who miss the session. It keeps the group even, and prevents any animosity or concerns about favoritism. I've done RP XP in the past, and it can definitely lead to this. If I did treasure again (like AD&D), I'd steal the idea I saw a long time ago, where you get XP for [I]spending[/I] gold, incentivizing players to enjoy their loot, rather than hoarding it (which is common now). I've always hated that xp has been mostly combat based since 3E, so I've broken it up into the 3 pillars: Monster (MXP), Social (SXP), and Exploration (EXP), plus I also occasionally have a bonus for completing adventures/quests (QXP) to keep the players motivated to succeed (I run sandbox, so giving up is always an option). This divides up the player's incentives, moving them away from just combat focused solutions. [/QUOTE]
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