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PostPosted: Mon Feb 23, 2015 12:29 pm 
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Just something that crosses my mind. Whats stopping a sorceror from FIRESTORMing a bat cave? Or a stable and sucking up experience points? On that matter, couldn't the experience point system be revised? I like palladium fantasy rpg because it gave experience points for attempts at using skills, or even just evading danger.

Seems a hotblood might do more than players if he survives 6 underwurlde adventures. I'd expect a 1st rank knight to have gained maybe 60 experience points in that time.


Isn't it great to be evil and slay peasants under the current system?

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PostPosted: Mon Feb 23, 2015 5:34 pm 
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I think this is the difference between computer RPGs, where they have to be prescriptive about XP awards, and tabletop RPGs, where common sense (hopefully) prevails.

My own method of awarding experience points is based on how much the character challenged themselves during an adventure and how valuable their contribution was. If a sorcerer just firestorms a cave full of bats, or a knight just ploughs his way through a load of peasants, I probably wouldn't award much (if any) experience points. In how much risk have they put themselves? Is the difficulty of the task commensurate with the experience reward? Is the action in keeping with both the mood of the game and the character's personality? How much did their actions progress the story? How much did their actions progress their character's development? And so on.

For me, experience points represent personal development: the translation of in-game experiences with improvements with the character's skills and abilities - if the experience does not develop the character, then it doesn't get an award. Incidentally, I do award XP to sorcerers the first time they cast a spell in a stressful situation (such as combat, or otherwise where there is pressure on the spell), so if the party were putting pressure on the sorcerer to clear the cave of bats (if it was in some way fundamental to the success of a meticulously conceived plan, for example), then I'd award a point for the use of firestorm if it was the first time the sorcerer had used firestorm on an adventure.

There are many exploits for computer RPGs like Skyrim, but the only way to abuse a tabletop RPG is for the GM to allow the players to do it. Not that I'm saying GMs don't occasionally make bad decisions - we've all been there and done that!!

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PostPosted: Mon Feb 23, 2015 5:40 pm 
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Kharille wrote:
I like palladium fantasy rpg because it gave experience points for attempts at using skills, or even just evading danger.

For this, we'd need a skills system... ;)

And, yes, I do award XP for using spells, abilities, and (my homebrew) skills creatively and\or for the first time under pressure. Whilst the rules state that awards are applicable for killing an opponent (as was the norm for RPGs back in the 1980s), I'd issue the same award for creatively avoiding\disarming\defeating an opponent without resorting to combat. Probably more XP and with fewer in-game consequences, too :twisted:

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PostPosted: Tue Feb 24, 2015 9:25 pm 
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I first encountered the logical absurdity of taking the experience point award rules at face value when working through the Hecatomb spell way back in the 80s. To me it seemed difficult to rationalise that if a sorcerer casts the spell in the middle of a crowded hall where a bunch of peasants were having lunch he would "learn" more than casting it in an open field.

As a GM I ended up just recording on a sheet during the game every time the PCs did something that I thought was new to them and provided them with "experience", whether that be in the form of new facts, practice, unfamiliar emotions, new sensory input, new concepts or whatever.

Cheers,

-Kyle


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PostPosted: Wed Feb 25, 2015 12:03 pm 
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I think that would be great. Imagine the players going to lengths to summon a Malgash. Not experience points for a kill, but the trouble of getting one of those damned things wandering around the lands of legend.

And of course expensive visits to high class courtesans... definitely a great place to spend money. People say how does copulating help you pick locks? Well, how does slicing up peasants help?

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PostPosted: Sat Feb 28, 2015 4:04 pm 
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Cobwebbed Dragon wrote:
I think this is the difference between computer RPGs, where they have to be prescriptive about XP awards, and tabletop RPGs, where common sense (hopefully) prevails.

+1, the GM iss the GM, :).

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PostPosted: Sat Feb 28, 2015 9:29 pm 
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I tend to give experience for experiences. Whether that is a great battle, a heartfelt social experience, solving a puzzle/conspiracy or merely surviving.

I also tend to award extra for players that are entertaining or go the extra mile in character portrayal.

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