It also mean stopping to figure out XP after a battle goes away, increasing immersion in the game and speeding play. The Referee and the players are ( I hope) freed by this reward system to focus on playing the game, not on tracking who killed what or who role played the best. Both, in this system, are equally valuable. This system should take advantage of any players particular ability without giving a specific reward for slaying the dragon, or out smarting the troll at the bridge. Treasure is its own reward so is not counted in as an XP reward.
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Second, the level grind issue goes away and the game becomes more concerned with participating in the adventure. and this XP system I think will help foster return play because you can level up quickly. I don't know about you, but finding time to complete 1 adventure a month is difficult. So it will take 2-3 adventures in general to raise a level for most players. Some who helped, but were also a bit of a drag on the adventure will get a 2, and the participant award player who generally was a pain in the ass probably gets 1. You get 3 XP if you survived and were an instrumental participant in completing the adventure. You get 2 XP if you survived, and did something clever, tricky, or brave in the adventure. Maximum reward is 5XP at the end of any adventure. Any class needs 10 XP to raise to the next level. So how do I have it set up in Roguish?Īt the end of an adventure you are awarded a combination of 1,2, or 3 XP. Okay, in that brief overview you know what I don't like and why. It is an artificial social leveling to insure some character classes who are seen as too powerful within the game are held back. Lastly, I never like the XP division by class to artificially limit and make advancement more difficult for some and quicker for others.
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Does the showiest most theatrical person deserve a bigger award than the quiet guy who just wants some thing to slay and loot? If you reward "role" playing than those who dislike showmanship will be turned off from playing. This is also a difficult method of play for those who dislike theatrical pontification in strange not quite right accents. Rewarding a player for good "role" playing though is somewhat subjective and in my own experience, can lead to internal party or group friction. Epic plots, intrigues, and multiple sessions where combat might never occur. Worse crunching numbers after a battle to reward XP can take players right of the game and slows adventure momentum as well as game play.Īs gaming advanced the emphasis in many games shifted to "role" playing. Basic, but honestly kind of boring and it can get quite convoluted in trying to compute it. I kill creature X, to get experience reward Y. So developing a story line and rewarding people for advancing plot elements with something other than a blade's edge are not tangible rewarding to players. I like looting and slaying, in games mind you, quite a bit, the difficulty arises when these are the core ways one levels up their character, this becomes the paradigm for all adventure creation. Traditionally in the early years of "roll" playing, looting and slaying were the primary methods of leveling up your character.
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When you reward an action, it will cause people to do that action more.