WhiteShark wrote: ↑
August 1st, 2025, 05:48
Winning combat is generally straightforward as a source, but there can be questions like: if one of the monsters fled halfway through the battle, does he count for EXP or not? Probably, but what if he was actually just running to get reinforcements but the battle ended before they arrived? A little bit subjective. More importantly, it's boring as an incentive. We know from cRPGs that it promotes scouring the map for EXP. Dull.
Well, by the typical ruleset in D&D, it is sufficient to defeat your enemies. Whether you kill them or not doesn't grant you additional XP for it. If he was routed from the field, then he qualifies as defeated.
Even if he wasn't, by killing him before he can fetch the reinforcements (and thus claiming the extra XP from defeating him), you've still shortchanged yourself out of additional XP from killing the reinforcements that will now not arrive.
The bigger issue is, obviously, that this incentivizes "combat wombat" behaviors. Like the above.
WhiteShark wrote: ↑
August 1st, 2025, 05:48
'Overcoming challenges' sounds good in theory, but is more subjective. Does the party get EXP for accidentally avoiding a trap of which they were never aware? What if they avoid a room because they think there's a dragon in there and they happen to be right? If that counts, does it count again if they pass by his room again with successful stealth checks to keep him from waking? What if they leave the dungeon, come back, and sneak by again? And so on.
I think that this point you basically just assign an XP package to completing the mission objective, and how the players go about completing the objective is no longer important. If you're awarding "overcoming challenges" XP at an extremely granular timescale, where the player can thus end up encountering and "overcoming" the same challenge over and over by not actually overcoming it, you're allowing them to multi-dip on the same challenge. It's obviously absurd to be giving someone the XP for overcoming a landmine over and over just because he keeps walking over it.
WhiteShark wrote: ↑
August 1st, 2025, 05:48
'Completing quests' faces similar interpretive difficulties. Sometimes it's straightforward, but at other times it can be hard to say what constitutes a discrete 'quest'. What if the party decides to resolve something differently from the way the questgiver desired?
As long as it's resolved, the quest hits a completed state and you can then tally up the worth of the quest as per the above "overcoming challenges" rule. After all, that's how you determined the value of the quest in the first place, right?
They still resolved that particular set of objectives, so that subquest gets concluded. If the players have not resolved the quest to a state you consider satisfactory, then their quest map and compass is still pointing to there and they have to wander around the yellow circle in confusion trying to figure out what you want them to do, and they don't get their reward until they do. Simple.
Doesn't matter, that's still a quest completion as it progresses the plot and moves to the next quest.
That's what we call a "Discovered Quest", yes. That's one of the benefits of Tabletop over CRPG, that if the players do something unprompted, you can just assume that have now accepted a quest that generate for them on the fly. Not every quest requires the player to first accept something from a guy with a
! over his head.
WhiteShark wrote: ↑
August 1st, 2025, 05:48
'Good roleplaying' means different things to different people. If a fighter grimly does his job on the front line without saying more than five words the whole session, did he roleplay well? I'd say so, but the thespian crowd probably wouldn't.
It depends on if he chose those 5 words wisely, I guess. You can get a lot out of very few words. If he managed to get his "Molon labe" moment out of those words, I'd say he wins the prize.
"Good roleplaying" was arguably more GM fiat, since it represents an individualized reward. Individual rewards issued by GM fiat would likely end up being heavily based on this favor-currying you mentioned. Simply handing out level progression to the entire party by fiat rather than any systematic rule of XP rewards is perfectly fine. Arguably this is the best XP system for tabletop since it removes all the tiresome bean-counting and keeps the game paced where everyone wants it to be, as the GM can simply throw out more advancement if the players are bored with where they are, or slow it down if the players are enjoying where they are. Without any RULE dictating that you SHOULD be getting more or less XP, the pace can effectively be set to where everyone is comfortable and satisfied. This system can be applied to a lesser degree even in CRPG, where instead of having an XP system, you simply are given new advancement when the developers decide to give it to you.
WhiteShark wrote: ↑
August 1st, 2025, 05:48
Gold is the gold standard. It's objective, it incentivizes interesting gameplay, and it creates the core loop of older D&D and its descendants.
And, of course, it brings back the old principle of NO LOOT LEFT BEHIND that kids these days seem to be forgetting.
WhiteShark wrote: ↑
August 1st, 2025, 05:48
The problem is that it doesn't work for all genres. It wouldn't make any sense to award EXP for gold (or any other sort of currency) in, say, a supers game.
Well, it's a system for a specific genre. Superheroes are their own thing. Do superheroes even HAVE XP progression? As far as I know, most superheroes have a relatively fixed powerset and don't really change much. You've perhaps picked the genre that has the least use for XP in the first place.
I think you might be trying to square a circle here. On one hand you want it to be objective, but on the other hand, you also want it to be fun. Objectivity isn't really fun. Objectivity aims to suck the fun out. The fun is breaking the system.
WhiteShark wrote: ↑
August 1st, 2025, 06:01
either the player wants to spam one skill to get more success checkboxes marked, or the player wants to spam whatever he's worst at to accrue more failure EXP.
Yes, that's how it works in real life. Cue Eye of the Tiger skill grinding montage.