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XP: When and how do you decide the value of an encounter?
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<blockquote data-quote="Janx" data-source="post: 5167176" data-attributes="member: 8835"><p>at the end of the session, assuming the party is at an actual 'rest" point, I hand out XP.</p><p></p><p>I give 300XP per CR in an encounter, divided by the number of PCs involved.</p><p></p><p>I do similar for other encounters, using "party level" for CR where CR isn't applicable (like achieving a goal)</p><p></p><p>---</p><p></p><p>the point about how "advancement" works in fiction is apt. In the New Mutants case, that was specifically a series about characters learning their abilities, thus learning had to involve change of abilities.</p><p></p><p>For most other fiction, characters abilities tends to remain staticly awesome for the story (as they say, the Enterprise travels at the speed of plot). Perhaps a character will gain a new ability per book/season.</p><p></p><p>The other aspect of good writing, is that your protagonists change, the supporting characters don't. But that change seldom has to do with abilities, and more to do with their social circumstance and more commonly, their personal growth. PCs change their minds. NPCs don't.</p><p></p><p>I think an RPG that has ZERO ability change, no XP, while modelling fiction fairly well, wouldn't map to the American mindset of "I gotta have advancement".</p><p></p><p>Consider that in traditional martial arts, there is really only 1 belt. A new one that is white, and gets dirtier over time until it is black. In America, martial arts had to add a ton belt colors and ranks, so students would SEE their advancement.</p></blockquote><p></p>
[QUOTE="Janx, post: 5167176, member: 8835"] at the end of the session, assuming the party is at an actual 'rest" point, I hand out XP. I give 300XP per CR in an encounter, divided by the number of PCs involved. I do similar for other encounters, using "party level" for CR where CR isn't applicable (like achieving a goal) --- the point about how "advancement" works in fiction is apt. In the New Mutants case, that was specifically a series about characters learning their abilities, thus learning had to involve change of abilities. For most other fiction, characters abilities tends to remain staticly awesome for the story (as they say, the Enterprise travels at the speed of plot). Perhaps a character will gain a new ability per book/season. The other aspect of good writing, is that your protagonists change, the supporting characters don't. But that change seldom has to do with abilities, and more to do with their social circumstance and more commonly, their personal growth. PCs change their minds. NPCs don't. I think an RPG that has ZERO ability change, no XP, while modelling fiction fairly well, wouldn't map to the American mindset of "I gotta have advancement". Consider that in traditional martial arts, there is really only 1 belt. A new one that is white, and gets dirtier over time until it is black. In America, martial arts had to add a ton belt colors and ranks, so students would SEE their advancement. [/QUOTE]
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XP: When and how do you decide the value of an encounter?
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