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7 months ago ::
Nov 13, 2012 - 1:22PM
#81
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Date Joined:
Oct 12, 2012
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I have another question - When I call to my friends to play D&D at my house... are they coming for the XP or to have fun? Can we have fun without XP? I just thought of this. Maybe you don't need to have Xp to have fun because I think my friends are coming to my house to have fun not for XP. Even though D&D is not about having fun because it is about a game with mechanics which maybe produces fun. That is what I understand from Yagamifire and I think that is true. But if they are coming to my house to have fun and not necessary for XP then maybe D&D really is about fun and not things like XP or gold.
I think I am confused now. What way is right?
There is no right way to play DnD. If you're all having fun then that's the right way, I award XP because my players ask for it, that's part of the fun. My boyfriend expecially is a big numbers guy so he loves leveling up and planning characters out and stuff like that. XP isn't a requirement, DnD at it's most fundamental is interactive storytelling, that is where the fun comes in.
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7 months ago ::
Nov 13, 2012 - 1:26PM
#82
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Date Joined:
Dec 11, 2011
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I think Rewards are what drive most players to continue or advance in D&D, and they want to be rewarded for their actions in the game, and they want rewards for what they have earned.
I can't stress "Earned" enough here. The Players Earn Expereince, and denying them takes away the reward for thier actions.
Not "the" reward, but rather a reward. As it has already been pointed out, there are plenty of other ways to reward players and PCs: wealth, fame, favour, land, allies and so on. IMO, giving out a number of points that have no effect until they reach a certain amount is an inferior reward. On top of that, if the number of points only really matter at specific moments, I'd rather have control over when that is exactly. And when they accomplish something of meaning, something challenging or heroic then they should expect to be rewarded more then for some mundane, trivial task.
Yes, you can simply level them every 10 to 15 levels or ever 3rd game session, but by doing this you effectively trivialize the rewards for their heroism by making them equal to the trivial encounters.
Is killing a group of goblins on par with slaying a dragon? is a game session spent shopping/traveling with a couple of random encounters worth a game session spent being heroic, risking life in limb in an epic fighter that goes down in legend? You risk making the resource management encounters worth the same as the final Big Bad encounter.
After a serries of minor encounters and squirmishes, with XP rewards proportionate to the encounters, that big battle that really chalenges them, where they take heroic measures to win, getting that large XP reward that pushes them into the next level really sends a message, "hey you Earned your XP today! You really accomplished something"
One thing that I found out while DMing is that I'd rather not bother with anything trivial. It is common advice here that in order to prevent combat from becoming boring, it is sometimes best to have combat scenarios that are meaningful to the characters in some fashion. While I do understand that some groups enjoy the uncertainty of random encounters, it is not for mine. Therefore, every encounter that is played out has some significance and difficulty to it, with consequences for failure. The same goes for non-combat encounters. If there is no interesting consequence for failure, it's hand-waved. Shopping for items is done off-screen, between sessions. Negotiating the price of a permanent Teleportation Circle with a Wizard, however, obviously has various degrees of success. It is not trivial to the players. (They ended up owing two favours (quests) to said Wizard. The Paladin is no longer allowed to negotiate.) Players anticipate these rewards, entering a fight like above they think, "alright I hope this is chalenging enough to give us the next level" rather then "Yay, it's day 3, we level after this, I hope the encounter isn't too hard" You can really create a different mindset with how you reward XP.
Most of the time, players don't know when they'll level up (exception being the current season of Encounters), even though they are fixed at certain points. Heck, for my Saturday home game, even I don't know when they'll level up. I'll just make it happen when it seems most appropriate. Sometimes levels last 2 or so sessions, sometimes it's upwards of 4. By not telling players when they'll get to advance in level (sometimes not even knowing myself) and making every encounter roughly equal in importance, I found that I have better control over the pacing of the game and my groups have a better time for it. That being said, it's matter of preference and play style, really. I'm not saying that giving out amounts of experience points for everything is wrong; just that it's not for me and my group.
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7 months ago ::
Nov 14, 2012 - 1:00AM
#83
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Date Joined:
Oct 28, 2010
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It's worth noting that, yes, at the appropriate level, that dragon is precisely enquivalent to that group of goblins. The former gives you about 5-10% of the XP to get to the next level. The latter gives you about 5-10% of the XP to get to the next level (if you boil everything down to XP). According to the XP mnodel, they are equivalent. Sure, there's some number inflation in there, but yes, the level 1 encounter encountered by level 1 adventurers, is equivalent to the level 10 encounter encountered by level 10 adventurers, and the level 30 encounter encountered by level 30 adventurers.
Removing from thwe equation does not remove the challenge, nor does it remove the progress the challenge provides towards the next level. It just removes to numbers on the sheet. Some people like those numbers, which is fine for them. I don't much see the point.
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7 months ago ::
Nov 14, 2012 - 12:03PM
#84
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Date Joined:
Jan 11, 2007
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I've run games with no experience points and with experience points. The one thing I notice is that it's easier to a run game without EXP for a DM. The problem rests with player reactions, which I don't think should be ignored. The experience point and treasure system was set up to provide a reward system to encourage players to use the same character or keep their characters alive; it also allowed a player to track their progress toward the next level. If a player doesn't need this reward system to feel like they have achieved something then a DM doesn't need to award experience. I don't often see that being voiced by players I've gamed with, it's usually a DM's call. New players don't know any different so you can get away with going either way without player frustration sometimes.
When I've been in a game that didn't award experience points, most of the players didn't like it (not all). The players wanted to track their progress to the next level, not wait till the DM was ready to unfold the right number of encounters and reach a plot point. I didn't really understand this till I was not DMing and switched to being a player. What I realized personally is the following,
(1) I often felt like I would never level up or it was taking a rather long time based on what I had encountered. (2) I couldn't figure out if I was doing well, even with my character still being alive. (3) The DM couldn't really indicate how long it would take to level up without giving adventure details away, so I had no way to track my progress with the DM's assistance. (4) I would get frustrated and annoyed with the DM. (5) The group of players including myself would joke about the confusing nature of mechanical character development, at the expense of the DM.
After that personal experience, I award EXP as a DM. I don't want my players feeling this way in my game. I'm not saying that this is the best way, but it's the best way for me and my group.
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7 months ago ::
Nov 14, 2012 - 5:46PM
#85
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Date Joined:
Apr 16, 2009
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But why would we spent time at the session doing shopping or traveling? This is boring not heroic.
You haven't been on some of the in-game shopping trips I've been on.
As for awarding XP or not. Here's how I've seen it work in several campaigns with regular XP awards:
1) Roughly plot out the story to the next leveling point 2) Decide how many encounters to put in that period 3) Allocate XP to encounters 4) Design encounters 5) Decide XP awards for stuff that happens but you didn't plan for 6) Tweak the design of remaining encounters so they are worth less XP, or drop an encounter 7) Regularly award XP 8) Track XP
Whereas without regular awards:
1) Roughly plot out the story to the next leveling point 2) Decide how many encounters to put in that period. 3) Allocate XP earned to encounters 4) Design encounters
I'd say the latter is easier.
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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7 months ago ::
Nov 15, 2012 - 1:52AM
#86
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Note that not only does xp as a reward not have an immediate effect, it also rarely handed out immediately but at the end of a session. So if you want to use xp to garner favorable behavior or associate it with specific encounters you should hand it out immediately. I agree that for most players something like 3rd edition Eberron action points (spend it to gain a bonus on a d20 roll after the roll) works better as a reward mechanic for doing cool stuff.
Anyway, one downside of a xp-less game is indeed that players have less clear signals that they are advancing. I solve that by actually sticking to that 9 encounters model as closely as possible (at most differntiating one encounter up or down to prevent mid-session leveling - but my sessions only last 3 to 4 hours). Since my campaign tends to handwave events that have no serious impact the players simply have to count encounters and I remind them how many they had when they ask. For my campaign my players agree that there is no real difference between bothering with xp or not and hence it is easier for me not to bother with it 
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7 months ago ::
Nov 15, 2012 - 11:16AM
#87
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Date Joined:
Jun 20, 2012
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Does anyone remember when characters got 1 XP for every GP-worth of treasure they recovered? I'm not sure which editions used this approach, but the Basic Set did. I didn't understand it for a long time, because back then I really though that the point of the game was combat and it seemed like pouring on XP for treasure might lead to players not bothering with combat.
I see now that this was exactly the point. The players didn't have to defeat the dragon to gain levels, as long as they made off with some treasure, which they could do in a variety of ways. The system didn't reward "cleverness" directly, but avoiding a risky fight (which most fights were, in that set, at least early on) and getting the treasure anyway, was well rewarded.
Nowadays, I like to approach this with quest XP.
true that
A rogue with a bowl of slop can be a controller.
WIZARD PC: Can I substitute Celestial Roc Guano for my fireball spells? DM: Awesome. Yes.
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7 months ago ::
Nov 16, 2012 - 12:08PM
#88
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Date Joined:
Mar 16, 2001
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I have another question - When I call to my friends to play D&D at my house... are they coming for the XP or to have fun? Can we have fun without XP? I just thought of this. Maybe you don't need to have Xp to have fun because I think my friends are coming to my house to have fun not for XP. Even though D&D is not about having fun because it is about a game with mechanics which maybe produces fun. That is what I understand from Yagamifire and I think that is true. But if they are coming to my house to have fun and not necessary for XP then maybe D&D really is about fun and not things like XP or gold.
I think I am confused now. What way is right?
There is no right way to play DnD. If you're all having fun then that's the right way, I award XP because my players ask for it, that's part of the fun. My boyfriend expecially is a big numbers guy so he loves leveling up and planning characters out and stuff like that. XP isn't a requirement, DnD at it's most fundamental is interactive storytelling, that is where the fun comes in.
We stopped awarding xp for killing ENTIRELY.
We moved completely towards "did you complete the scenario goal?"
Wow, does it make a player take a different look at only creating one-trick combat monkeys. They're now more likely to diversify their character concepts.
jh
Gamer Chiropractor - Hafner Chiropractic 305 S. Kipling st,Suite C-2, Lakewood, Co 80226 www.hafnerchiropractic.com
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7 months ago ::
Nov 16, 2012 - 2:26PM
#89
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Date Joined:
May 25, 2012
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My schitck is "coins of notable deeds".
I have a bag of (plastic) gold coins. At the start of every session each player gets one. As the session progresses I hand more out for good role-playing, solving a puzzle, using the proper skill at the right time, and even performing heroic/extraordinary acts in combat.
At the end of the session, the coins are pooled and are worth 25XP*highest level character and then the cumulative XP is divided evenly across the party.
I used to have each player calculate his own XP bonus based on the coins he/she got. In the groups I ran for, over the long haul, the numbers balanced out. However, this did not work for one group in particular. There were two very dominant players, they got all the coins and were quickly outpacing the other players.
Now the reason I give out one coin to each player at the beginning of each session is that XP is not the only use for these coins. I allow players to use the coins to re-roll dice - they can turn in one coin to re-roll one die. The caveat is they cannot re-roll fumbles or crit confirmation rolls. And coins cannot be shared for this purpose.
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