Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
XP For You
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="evilbob" data-source="post: 7650026" data-attributes="member: 9789"><p>Way back in the early days, I followed the XP guidelines for monsters to the letter - doing lots of complex math and whatnot. But even then, I always awarded bonus XP for completing quests, and I always awarded XP for defeating encounters - not just killing things. So if you slipped past the guards with stealth, that was the same XP as killing them. If the bad guy escaped, that was still XP because he was "defeated."</p><p></p><p>That system worked well for a long time. One of the only bad things was the eventual disparity of levels between characters: due to level drain or spending XP on items or missing games or whatever, PCs ended up with radically different XP totals and the math for gaining XP was specific to each character. That was a big hassle.</p><p></p><p>Around 4.0 time I sort of evolved to where everyone just had the same XP total. There were no more anti-XP effects in the game, which helped, and I just gave everyone the same XP whether they were there or not. It made the math a lot simpler. 4.0 also codified some of the things I was doing anyway insofar as what could earn XP, but not much changed there.</p><p></p><p>Breaking away from D&D, we played other games that handled XP differently. Our next game was basically a system where you earned a set amount each session, regardless of whatever specific thing you did: and I have to say, I loved it. We were leery at first, but it really worked. When you put XP tags on monsters, it really changes how players look at the game world. But when your goal is just to accomplish something, it widens your perspective (at least it did for us). (Technically this system was also designed to encourage RP by allowing players to earn more or less XP based on their RP each session, but our group had been playing so long we never had a problem with that.) I also modified it slightly by giving out small bonus awards for completing major objectives, which just felt right to us (since we'd always done that), and again: everyone's XP totals were the same.</p><p></p><p>These days we're playing 13th Age (basically D&D) and its system is to just award character advancements (a piece of a level) after each adventure "day" (long rest), and a full level after about 3 or 4 of those. It's sort of a cross between session XP and hand-waiving. Due to our play schedule, an adventure "day" has typically coincided with accomplishing a major goal, which works well for us: I would probably keep that connection even if they didn't match up. We've only played a few sessions so far so it will be interesting to see how it goes.</p><p></p><p>In the end, the more I play the more I see XP as something that could go away. It doesn't serve an inherent purpose in gaming other than measuring character advancement, and unless managing XP is part of the point of the game (3.5 for example), you can easily skip it. Character advancement is important, but getting stronger only because you accomplished a goal makes as much or more sense than getting stronger only because you finally defeated the 47th slime. Similarly, experimenting with different systems has shown me that there are a lot of things that can be stripped out - like rolling monster damage, as another example. We do a lot of things just because that's just the way they've been done, but I think a lot of D&D could be boiled away and you'd still have a tight, excellent system that still had all the pure essence of what made the game fun. I dunno - then again, maybe I'm just tired of the math. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="evilbob, post: 7650026, member: 9789"] Way back in the early days, I followed the XP guidelines for monsters to the letter - doing lots of complex math and whatnot. But even then, I always awarded bonus XP for completing quests, and I always awarded XP for defeating encounters - not just killing things. So if you slipped past the guards with stealth, that was the same XP as killing them. If the bad guy escaped, that was still XP because he was "defeated." That system worked well for a long time. One of the only bad things was the eventual disparity of levels between characters: due to level drain or spending XP on items or missing games or whatever, PCs ended up with radically different XP totals and the math for gaining XP was specific to each character. That was a big hassle. Around 4.0 time I sort of evolved to where everyone just had the same XP total. There were no more anti-XP effects in the game, which helped, and I just gave everyone the same XP whether they were there or not. It made the math a lot simpler. 4.0 also codified some of the things I was doing anyway insofar as what could earn XP, but not much changed there. Breaking away from D&D, we played other games that handled XP differently. Our next game was basically a system where you earned a set amount each session, regardless of whatever specific thing you did: and I have to say, I loved it. We were leery at first, but it really worked. When you put XP tags on monsters, it really changes how players look at the game world. But when your goal is just to accomplish something, it widens your perspective (at least it did for us). (Technically this system was also designed to encourage RP by allowing players to earn more or less XP based on their RP each session, but our group had been playing so long we never had a problem with that.) I also modified it slightly by giving out small bonus awards for completing major objectives, which just felt right to us (since we'd always done that), and again: everyone's XP totals were the same. These days we're playing 13th Age (basically D&D) and its system is to just award character advancements (a piece of a level) after each adventure "day" (long rest), and a full level after about 3 or 4 of those. It's sort of a cross between session XP and hand-waiving. Due to our play schedule, an adventure "day" has typically coincided with accomplishing a major goal, which works well for us: I would probably keep that connection even if they didn't match up. We've only played a few sessions so far so it will be interesting to see how it goes. In the end, the more I play the more I see XP as something that could go away. It doesn't serve an inherent purpose in gaming other than measuring character advancement, and unless managing XP is part of the point of the game (3.5 for example), you can easily skip it. Character advancement is important, but getting stronger only because you accomplished a goal makes as much or more sense than getting stronger only because you finally defeated the 47th slime. Similarly, experimenting with different systems has shown me that there are a lot of things that can be stripped out - like rolling monster damage, as another example. We do a lot of things just because that's just the way they've been done, but I think a lot of D&D could be boiled away and you'd still have a tight, excellent system that still had all the pure essence of what made the game fun. I dunno - then again, maybe I'm just tired of the math. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
XP For You
Top