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XP is a major weapon in the DM arsenal
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<blockquote data-quote="pming" data-source="post: 7135924" data-attributes="member: 45197"><p>Hiya.</p><p></p><p>Experience Points are a nice thing to add up after an adventure. If you started with 0, then after three session have 650, then another few sessions you have 2394, and so on...the player can see a direct link to the characters "accomplishments" via this little number. They can remember the sessions, monsters, NPC's, epic successes...and failures...and everything else, for sure, but that one little number is a sort of "time line glue" that holds it all together.</p><p></p><p>That said, my players don't care that much for XP. We've gone three, four, or more sessions without me handing out XP's. The only time it may come up is if a player starts to feel his character should be "better" at something after all they've been doing and reminds me (<em>"You know...we haven't gotten any xp's for over a month now...just saying..."</em>).</p><p></p><p>Long ago I started reducing monster XP down to 10% to 25% or so, but awarding 1:1 ratio of GP's recovered/gained to XP. So a monster that has 400xp listed would be reduced to between 40 and 100, but recovering it's 380gp's worth of treasure would be worth 380xp's.</p><p></p><p>Why? By using recovery of treasure as the metric it allows <em>all</em> types of players to benefit equally (mechanically) while they play the game and character they want to. It also encourages the players (IME anyway) to think "outside the box" in terms of how to overcome some particular situation/encounter. I was finding it (many <em>many </em>moons ago...) that the players were almost <em>looking</em> to start fights so that they could 'get the xp'. Since changing to a gold/treasure based reward system, this has changed drastically. Now, players will try and avoid combats that they think they can...because they know that it's just not worth it in the long run. This has not diminished their blood lust...but now they focus that blood lust on the NPC's and monsters that deserve it (well...most of the time...sometimes the players just wanna blow off steam, and beating the living tar out of a trio of would-be muggers puts a smile on their faces... <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><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7135924, member: 45197"] Hiya. Experience Points are a nice thing to add up after an adventure. If you started with 0, then after three session have 650, then another few sessions you have 2394, and so on...the player can see a direct link to the characters "accomplishments" via this little number. They can remember the sessions, monsters, NPC's, epic successes...and failures...and everything else, for sure, but that one little number is a sort of "time line glue" that holds it all together. That said, my players don't care that much for XP. We've gone three, four, or more sessions without me handing out XP's. The only time it may come up is if a player starts to feel his character should be "better" at something after all they've been doing and reminds me ([I]"You know...we haven't gotten any xp's for over a month now...just saying..."[/I]). Long ago I started reducing monster XP down to 10% to 25% or so, but awarding 1:1 ratio of GP's recovered/gained to XP. So a monster that has 400xp listed would be reduced to between 40 and 100, but recovering it's 380gp's worth of treasure would be worth 380xp's. Why? By using recovery of treasure as the metric it allows [I]all[/I] types of players to benefit equally (mechanically) while they play the game and character they want to. It also encourages the players (IME anyway) to think "outside the box" in terms of how to overcome some particular situation/encounter. I was finding it (many [I]many [/I]moons ago...) that the players were almost [I]looking[/I] to start fights so that they could 'get the xp'. Since changing to a gold/treasure based reward system, this has changed drastically. Now, players will try and avoid combats that they think they can...because they know that it's just not worth it in the long run. This has not diminished their blood lust...but now they focus that blood lust on the NPC's and monsters that deserve it (well...most of the time...sometimes the players just wanna blow off steam, and beating the living tar out of a trio of would-be muggers puts a smile on their faces... :) ). ^_^ Paul L. Ming [/QUOTE]
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