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 Through the Editions
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="Janx" data-source="post: 5466586" data-attributes="member: 8835"><p>I think it's reasonable to assume that for most players, if they know what XP is awarded for, they will pursue that more aggressively and be more likely to avoid activities that don't pay off.</p><p></p><p>They'll also exhibit this same pattern based on what they THINK is rewarded for XP.</p><p></p><p>In games where the method is unknown, they'll probably just do whatever they think is worth it, which is usually doing stuff like killing monsters and taking their stuff.</p><p></p><p>Obviously, there's exceptions like players who don't care about XP. In statistics, exceptions don't count.</p><p></p><p>An observation made about my friend's "evil and greedy" campaign, is that the XP award system would become unbalanced if pursued aggressively. My friend ran a 3e game for an "evil" party. The players whole strategy is find NPCs with good magic gear and take it. Each successful hit increased their power level beyond the expected money to level ratio because they were not relying on random drops but targeting specific known hot spots. If XP was awarded by treasure, the PCs would more rapidly than average because of the singularity in their adventures.</p><p></p><p>As an side observation. They were also known for not sticking to the mission. A good party will generally take a certain path to get to the bad guy to rescue the princess. They'll at least drive that direction and keep trying until they can't. An evil party, much less predictable and thus harder to write material for. These guys were king at that. The moment they decided the job was not worth the trouble, they would pack up. As a result, the GM had a harder time determining what would motivate them or even where they would go next.</p><p></p><p>From what I can tell from the anecdote, heavy rewarding on a behavior may result in unbalanced game play. It certainly could be abused by a group with a natural heavy focus on that area.</p></blockquote><p></p>
[QUOTE="Janx, post: 5466586, member: 8835"] I think it's reasonable to assume that for most players, if they know what XP is awarded for, they will pursue that more aggressively and be more likely to avoid activities that don't pay off. They'll also exhibit this same pattern based on what they THINK is rewarded for XP. In games where the method is unknown, they'll probably just do whatever they think is worth it, which is usually doing stuff like killing monsters and taking their stuff. Obviously, there's exceptions like players who don't care about XP. In statistics, exceptions don't count. An observation made about my friend's "evil and greedy" campaign, is that the XP award system would become unbalanced if pursued aggressively. My friend ran a 3e game for an "evil" party. The players whole strategy is find NPCs with good magic gear and take it. Each successful hit increased their power level beyond the expected money to level ratio because they were not relying on random drops but targeting specific known hot spots. If XP was awarded by treasure, the PCs would more rapidly than average because of the singularity in their adventures. As an side observation. They were also known for not sticking to the mission. A good party will generally take a certain path to get to the bad guy to rescue the princess. They'll at least drive that direction and keep trying until they can't. An evil party, much less predictable and thus harder to write material for. These guys were king at that. The moment they decided the job was not worth the trouble, they would pack up. As a result, the GM had a harder time determining what would motivate them or even where they would go next. From what I can tell from the anecdote, heavy rewarding on a behavior may result in unbalanced game play. It certainly could be abused by a group with a natural heavy focus on that area. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
XP Through the Editions
Top