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XP for Missing Players

My group has an absentee award for people who have a good reason not to make the game. This was the direct result of some people going of to college before others in the group, and we not wanting to screw over the people who could only show up every other week or whatever.

The absentee award is of okay size; basically, the idea was for the people who couldn't make the games regularly to only be behind the rest of the party in terms of XP by 1/2 to 3/4ths of a level or so.
 

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My standard rule I've always used in any edition, from 1st to 3.5, is that a player that lets me know ahead of time they can't make it receives 1/2 the normally calculated XP for the session. A player that just doesn't show up receives 0 XP.

hunter1828
 

Another group of players (and DM :) ) with full time jobs, families, etc., we give full exp to all characters participating whether the player is there or not. Heck, due to schedule conflicts, someone is unable to come at least half the time; we'd all be cutting our own throats if we worried about whether or not person x should get exp or not because he couldn't come due to working late. Not to mention we'd hardly ever play if we waited for everyone to be available.

If we have to have a RL example, the third string place kicker may sit on the bench the entire super bowl game, but he still gets a ring when they win at the end :)
 
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what i have done in the past is if the character is being used npc or not you give half xp to the character becuase the player is not there. this is only because they are still at risk.
 

If they call and let me know they can't make it, 1/2 xp (I never kill characters of absent players unless the whole party bites it. So it's 1/2 xp with no real risk.)

If the raging brassturds don't call, they get no xp. And probably a talking to by the rest of the group.

Of course, I don't currently have a group, so...
 

Altalazar said:
I play with mature adults as well - and none of them feels they should get exp when they were not there participating. It isn't about punishment. It is about feeling that what they have was earned.
Who is earning those xps? The character was there, he took the risks. The player being absent doesn't change this. Why hasn't the character earned the xps if the player isn't there?

As I said, docking the character's xps only hurts the party.
 

XP falls into two categories for me, Session XP and Chapter/Story XP.

Everytime you show, you get Session XP. You don't show- you don't get Session XP.
Everytime you finish up a "Chapter" (usually like getting a major accomplishment done) in the story you get roughly another Session of XP automatically. Players who missed sessions during that stretch of time that was the Chapter, get a proportional amount of that XP.

As mentioned above, its not a matter of punishment so much as it is a matter of earning and contributing to the story. Players who never miss games and are thusly always at risk of dying and working the most hours to work within the setting get what they deserve. I wish I didn't have to do these things, but I do have one player who has an attendance rate of 20% currently and can't justify him being even close to the XP totals of my players with 90-100% attendance.

And I dunno about every campaign, but in mine, absent players make for errant characters- they aren't in the fights, they aren't in discussions, and usually they aren't even in a 5 mile radius of the party. Rather than being off-frame in a game where a session can easily encompass months of game time, characters for me are usually off doing their own thing (invariably resting / studying lore) ala Record of Lodoss War. The only danger had for these missing characters is that, without them, the PCs may TPK- ending the campaign.

And to pick up on the thread's tangent,
When the players mess up and die horribly they also get what they deserve. ^_^ I thoroughly dislike the idea that the storytelling aspect of RPGs insists that a single character survives an entire campaign or only dies when his player wants him to die. I appreciate the improvisation that the dice demand of player characters, be it describing a cool swing, rolling poorly, and then adjusting that description- or even tackling the unexpected loss of a companion in battle. That safety net of "no one dies in fantasy land" just shoots down an entire aspect of the creative process of the fiction in my mind. I won't attempt to push too far into the meat of it- but I dislike it being partially random/partially fixed... this makes for potentially bumbling heroes who do the worst things, roll the worst results consistantly, and yet are crowned heroes. It just creates this big sucking sound of realism blowing out the campaign for me. Of course, people tend to excuse this as "heroic fiction" or "action movie fiction" to which I can only respond that in those movies, all the d20's are numbered 15-20 for the protagonists, and 1-15 for the mooks.
If my character deserves death, bring it on.
 
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