This thread was inspired by the XP and treasure distribution threads. They are an offshoot of a larger challenge I have had with D&D since 1e. How do you give the players a sense that an individual player is "doing well" or "doing poorly" in the game over the course of many sessions. This is complicated by the need to keep the game in balance, consistent, fun, etc. In some ways (I know I'm not using this perfectly correctly) the game is a zero-sum game: don't get treasure now, get it later; current level determines level of opponents; die and you make up a new PC.
You can create this sense of "doing well" within the story sometimes, because players can get a sense that they are getting closer to their goals or not, but has anyone complemented this with a game mechanic as well? XP is a poor mechanic for this in my opinion. Not dying is an ok way to measure "doing well" but not very granular.
You can create this sense of "doing well" within the story sometimes, because players can get a sense that they are getting closer to their goals or not, but has anyone complemented this with a game mechanic as well? XP is a poor mechanic for this in my opinion. Not dying is an ok way to measure "doing well" but not very granular.