| Post/Author/DateTime | Post |
|---|---|
| #1meshonFeb 10, 2010 10:54:52 | I've been seeing DMs posting about running D&D without awarding experience and I was just curious about the player perspective. Has anyone played in a game where xp was no longer on the table? How did it go, and what did you like and dislike about it? Or do you have any thoughts about the idea of xp-less D&D in general? Take it away! cheers, Meshon |
| #2Johnathan_VagabondFeb 10, 2010 10:58:00 | I played a game where experience wasn't on the table. It worked out fine for me because it was one less number to keep track of. I found out a few years later how the DM actually kept track of the leveling process, it was fairly streamlined and simple. Whenever I can get away with it I use it. |
| #3The-Mage-KingFeb 10, 2010 11:03:49 | How did he do it? |
| #4vampire_batFeb 10, 2010 21:35:22 | I've both run and been in games where it wasn't used. |
| #5brassbaboonFeb 10, 2010 22:23:13 | In my current 4e campaign, our DM does not give out XP. He levels us up when he feels it is right. It hasn't been an issue with our group. His logic is sound enough, he says that the game is designed to level up after a certain number of encounters of certain types, and tracking XP is just a chore. Plus it lets him design his encounters without worrying if they will become unbalanced by an unexpected level up of the group. Makes sense to me. I like leveling up, but I like just playing too, and I've gotten to where I just ignore the whole leveling thing and level up when he tells us to. It's sorta nice not tracking XP. |
| #6dragomFeb 10, 2010 22:25:54 | I tell players how much XP they have when they ask and I tell them when they level. I wonder why they keep writing it down though. Like I'm going to be surprised when they level or something. |
| #7brassbaboonFeb 10, 2010 22:27:57 | My DM also levels up the whole party, even if someone missed a session. That seems to work well too. |
| #8Neutronium_DragonFeb 10, 2010 23:19:18 | It depends on the structure and reason. The times it doesn't work at all are usually part of a larger 'control freak' problem. The times it works well are generally those where the adventure favors it. One example from 3E was the Red Hand of Doom adventure - you could fairly easily ignore XP and have the party level up on the completion of each chapter. Most of the time it falls in between those two extremes; generally it'll work out at least somewhat as long as you're not facing an antagonistic DM-player situation, but it will be awkward in some games due to the adventure structure. |
| #9grumpyceltFeb 11, 2010 0:20:01 | I've only done that, as DM, in one-shot games. |
| #10MrCustomerFeb 11, 2010 1:20:30 | In 3.5 not having XP has many flaws, primarily because so many spells and magic item creation feats require the expendature of XP, , of course these costs could be waved, but if so I would consider other costs for spells like Wish. |
| #11Man_in_the_Funny_HatFeb 11, 2010 8:51:07 | As a player I've always been given xp awards. As a DM I've always given out xp awards - although I've certainly fudged them severely enough and often enough that I may as well have just made it up or eliminated them entirely. Still, I have the suspicion that as a player _I_ would miss them. Levelling up is fun and all but so is knowing that you're getting CLOSE to levelling up. Yes, I get plenty of fun and excitement from just roleplaying - but D&D is not a strictly roleplaying excercise, it is also a GAME. |
| #12Johnathan_VagabondFeb 11, 2010 10:22:54 | How did he do it? He massively reduced the XP system (and this was 3.5) down. To level up, you needed your level +1 xp. You got 1 point for a week of good roleplaying, 1 point for completing an adventure, and 1 point for doing something really extraordinary (holding a doorway for five rounds while your friends escaped and then escaping yourself is one example I remember). The game was on a play by post forum, so a week was senisble. In person I make it 1 point for a session of really good roleplaying. It's a lot easier than tracking fractions and small numbers. |
| #13pluisjenFeb 11, 2010 10:34:32 | My players love getting XP so I always give it out; they consider it a reward (which it is) and they're keen on getting it. (At least a few; maybe some of the others wouldn't really mind... but enough mind that I hand it out) Personally I don't really care for it, but it doesn't bother me either. Whatever makes the other players happy. |
| #14Darkwolf_BloodsbaneFeb 11, 2010 11:53:33 | I've been seeing DMs posting about running D&D without awarding experience and I was just curious about the player perspective. Has anyone played in a game where xp was no longer on the table? How did it go, and what did you like and dislike about it? Or do you have any thoughts about the idea of xp-less D&D in general? I play in a 3.5 ECL 22 Campaign where no XP means just that. We found out when someone got 5 Bonus XP. I still play, becuase the campaign is epic |
| #15GelatinousOctahedronFeb 11, 2010 12:04:41 | I think I have convince my DM not to use XP for our next 4E campaign. We are playing savage worlds at the moment, which uses a very simplified XP system: you get 1-3 XP per session based on the DMs call and it takes 5 XP to gain a level. Much less math for everyone and the pace of leveling is pretty much the same as when we do keep track of XP the traditional way. |
| #16deviknyteFeb 11, 2010 12:42:25 | All the groups I play in and run don't really use exp (unless your spending it in 3.5). The main reason I don't use exp is because of the firm believe in group exp. All players should always be the same level for balance reasons. Removing a player's exp because he/she wasn't there isn't going to help when they start lagging in levels and aren't having as much fun because they can't compete with the rest of the group. If a player's attention is really really bad they shouldn't even be at the table. At least not playing a character with any depth or story compass. The penalty for not showing up shouldn't be exp, it should be the fact that the player didn't get to play. Role-playing rewards and fun (and sometimes loot) should be what the don't get. |
| #17vampire_batFeb 11, 2010 14:39:43 | With wish and item creation other sacrifices can be used. Like a penalty to intelligence in the form of temporary ability damage caused by channeling such great magic, without making a proper sacrifice- be it gems, coins, materials or magic items. If they were evil human sacrifices could be made, and even good characters could sacrifice animals. |
| #18chaosturtleFeb 11, 2010 16:47:15 | All the groups I play in and run don't really use exp (unless your spending it in 3.5). This sums it up pretty well. I think it matters less in 4e especially since level drain/xp drain isn't an issue and the system seems to be designed around everyone being the same level anyway. |
| #19melloredFeb 11, 2010 17:42:41 | To sum it up... Some people like XP because it gives them a reward, and let's them know how far it is till they level. Some people don't like XP because it distacts from RPing, allows more freedom for encounters/story, and it's another thing to keep track of. |
| #20TovecFeb 13, 2010 1:21:50 | I've been playing DnD for 4 years, all in 3.5. That counts to a little less than a dozen or so random campaigns. In all but 1 we didn't use XP. Yes there are obvious minor disadvantages that come with not using it - namely making items and using some high level spells. We've found various ways around it - including tables or DM made houserules based on level. In the one game when we used it I didn't like it. I ended up miscalculating when trying to figure out what I had and how to level and almost lost a level overall. In that game when we used XP we never did anything that caused us to NEED XP so even then it didn't seem needed, and that the XP values are just another thing to try and keep track that just isn't needed. |
| #21brassbaboonFeb 14, 2010 12:35:57 | I've always found the XP cost for some spells to be detrimental to the game anyway. I've only really been in one campaign where one of my characters was able to cast a "wish" spell, and the meta-gaming introduced by the XP cost was counter-productive to the actual game, especially from a role-playing perspective. But the larger reason that XP can be detrimental is for party balance reasons. I prefer to have the entire party level up at the same time. |
| #22sirkaikillahFeb 14, 2010 23:03:37 | I have played in some great games where the Dm just leveled the pcs as needed. That said, as a player I like earning xp, in any game. If I know a Dm offers bonus xp, I try my best to earn those points. I like tracking my Pcs progress to his next level. Earning xp or leveling as the Dm wishes is not a game breaker. |
| #23saethoneFeb 15, 2010 18:40:52 | i play 2 games and dm 1. in my game and one of the ones i play, we dont use xp. in the other i play, he gives out seemingly random #s of experience, lol |
| #24lhockeeFeb 16, 2010 10:38:13 | I've been seeing DMs posting about running D&D without awarding experience and I was just curious about the player perspective. Has anyone played in a game where xp was no longer on the table? How did it go, and what did you like and dislike about it? Or do you have any thoughts about the idea of xp-less D&D in general? No XP? Best move you could make! {If your Group plays like that} I don't use XP in the traditional sense, I keep track of it myself as the GM, but my Players are never told, nor allowed to know, how much XP they currently have. I let them know when they've reached an appropriate milestone to level-up, and go from there. I use this simple method: Minor Adventure Completion = loot, weapons, titles, allies, etc.. / Major Adventure Completion = Level-Up My Player's highly enjoy this method, as it is one less option to have to worry about, and keeps their minds in the game. I've been designing an XP system that lets players trade in XP for bonuses, skills, feats or even powers, and so far so good. XP isn't for everyone, even though the game might say otherwise. ![]() |
| #25meshonFeb 16, 2010 10:59:12 | Minor Adventure Completion = loot, weapons, titles, allies, etc.. / Major Adventure Completion = Level-Up That is a pretty neat system and also manages to deal with the trick of rewarding loot when you don't have xp-based encounters to measure your treasure. Parcels. Do you find it artificially affects how long adventures need to be, or is it not an issue? I supppose if you had a really epic campaign arc you would divide it into several major adventures. cheers, Meshon |
| #26lhockeeFeb 16, 2010 15:07:11 | Do you find it artificially affects how long adventures need to be, or is it not an issue? I suppose if you had a really epic campaign arc you would divide it into several major adventures. Not so much artificial, as it is more organic in my opinion. My Players are less worried about gaining XP, {since it technically "doesn't exist"} and therefore spend more time adventuring, exploring and conversing then they would otherwise. Perhaps. I couldn't judge every case, but from the feedback I get from my Players, they feel that my tracking of XP and allowing the party to level-up when it's more appropriate, helps deal with metagame thinking and just keeps the flow going. In many cases, I've divided larger arc's into smaller segments, which helps deal with Minor/=Major issues as far as Loot/=Level-Up. |
| #27OrcbossFeb 20, 2010 11:56:02 | In the 4e game I'm running right now, I don't do xp or award loot. The characters level when we reach the end of an adventure. They start with a few items of their choosing (withing guidelines) and some gold to do with as they please. When they level, they get another item and some more gold. Everybody gets exactly the items they want. I was really wondering how it would turn out. In the past, I've always been something of a character accountant, myself. My players are really liking it, though. |
| #28nomFeb 21, 2010 21:05:29 | Both the campaign I run and the campaign I play in have recently (last 6-12 months) ditched XP. Functionally, it's a pretty meaningless number. Yes, there is some relationship to encounters, but mostly it was just more busy-work for the DM. And levelling "when it feels right" - which is still every 8-10 encounters - avoids the need to play games with XP totals to level "correctly" with respect to adventures. |
| #29darklyteFeb 22, 2010 13:31:03 | Exp is relative. Since it only matters when you get a certain amount, you only really need to know when you have that amount. Thus, a GM telling you "You level up now" is perfectly fine with me. Hell, sometimes we'll go for a while and someone will ask "are we close to leveling up?" And the GM will tell us about where we are. Since he already has a lot of the story planned, as well as many options we can take along the way, he knows when we should level up. If Exp was a currency, like it is in a game of my own design, then the exp reward would be more valuable. Since it is a currency you actually spend exp to learn new abilities and such, then it is probably important to reward exp regularly (at least at the end of sessions). |
| #30Hibiki54Feb 22, 2010 16:36:02 | My current DM also does not deal out XP, which is something that I adapted for myself. This streamlines the leveling so all PCs are on equal footing throughout their adventuring career. XP is basically distributed depending on who is playing at the time. If there are 4, 5 or 6 PCs it's distributed in such a manner. |
| #31koukFeb 23, 2010 3:02:47 | A benefit of hard and fast XP numbers is that you usually know when you're soon to level up with a high degree of accuracy, and presumably would figure out what you want to do when you level up. Also, just tradition. But currently I'm leaning to an extremely loose form of XP tracking. How fast do I want the characters to be leveling in this kind of campaign (of course I've discussed this with them)? If it's normal, if it's "on average" like 8-10 encounters, why bother with the math (addition, division, formulas to fit in XP budgets). So when you're an 1/8 of the way to leveling, you can just get whatever number would be 1/8 to the next level. This is more like, "OK, I want them to level up by the end of this part of the adventure. 6 or 7 encounters feels about right for what I'm doing here. XP can be roughly divided into those amounts if somebody asks." Try to stay generally to the guidelines for building encounters (the slight balance concerns are valid) but the "literal" XP value really isn't so important. 276 XP each member can easily just be made 200, 300 or even 400 XP for completing that encounter. Heck, the players never see all the math and grinding planning and thinking you do, so it's all the same to them as long as they're gaining what feels like appropriate rewards. Don't give like 10 XP for a boss fight and 2,000 for a simple social encounter, and it's acceptable enough at the end of a session to just give them 1/2 way to next level. I kind of would prefer to just tell them when they level and leave XP as just a marginal tool for determining "normal" progress, but I think a lot of players are strongly attached to some "level meter." Myself included sometimes. In video games and such (yes, MMOs primarily but they are ubiquitous now), players usually focus more on the "bars" than the numbers these days; so calculating XP point by point is almost old fashioned. If you want to relate how close you are to leveling up, you don't say the exact numbers, you say the bars: Because that's understandable information without being overly complicated. Especially for characters of different levels (like I remember the required numbers for past levels, or future ones?). The sense that is transmited is a general understanding of how much "stuff" has to be done. As a player, I don't "really" care if I get X number of experience points. What I as a player care about is how close I am to leveling. (I might care about exact numbers if I'm really close to leveling and know the exact amount I need, but otherwise no.) What having some indication does, is it gives another marker for "accomplishment" which can be interpreted as heroism, and it adds to the player goal of "gaining power" in a visible way even if no level is gained or significant magic gear. It also can act as a bit of insurance for just: "It didn't seem like much happened this particular session; but don't worry you're really making progress on something. Those annoying encounters were worthwhile." Not all sessions are filled with 100% fun after all (things don't go as DM or Players planned, horrible rolls lead to bad fights and whatever). I'll count individual GP, but I'd rather not deal with individual XP so much. It's not directly applicable to anything related to my character, it's all abstract metagame stuff. Time and again, following normal XP rules, we came to the end of a session with, "OK you get X experience points." Then the players add it up and whine, "Aw come on, we're like 10 XP to level!" and maybe try bargaining that what they did was worth more XP. I don't want to deal with that. It's dang close enough, and I kind of expected them to be a certain level by that point anyhow. Somewhat related, I'd prefer to not really deal with Ritual Component costs. Just too ... something. It takes away from your GP. It might be because the rituals are "overpriced" for what they do. I don't really have a good answer for that though other than including "free" (not necessarily known to the players) spell components when I DM. |
| #32lhockeeFeb 23, 2010 12:13:10 | Also, just tradition. Eeeeew. ![]() I'm just teasing you though, no ill will. "Tradition" is one of the reasons why I oppose so many things in life; especially harmless things like an imagination game. Just because something is "traditional", does not always mean one should feel beholden to following it. If such was the case... well, I think we all know how backwards thinking we would all still be. ![]() You made an excellent post though, I like the way you're thinking of handling your own personal situation. You've made some excellent points! |
| #33therion666Feb 23, 2010 16:53:06 | In my current 4e campaign, our DM does not give out XP. He levels us up when he feels it is right. It hasn't been an issue with our group. His logic is sound enough, he says that the game is designed to level up after a certain number of encounters of certain types, and tracking XP is just a chore. Plus it lets him design his encounters without worrying if they will become unbalanced by an unexpected level up of the group. Makes sense to me. I like leveling up, but I like just playing too, and I've gotten to where I just ignore the whole leveling thing and level up when he tells us to. It's sorta nice not tracking XP. After running 2nd ed, 3.5 and many other campaigns and done the XP thing I don't do it anymore. I generally tell the players they have reached the next level when it feels right. |
| #34absimiliardFeb 25, 2010 11:49:18 | XP seems like extra paperwork for me, as DM. So I don't use it. I tell players when to level up. In my case they level at the end of each "story" I tell. A story is usually 3-4 sessions and runs around 6-8 encounters plus a bucket of skill-challenges. If we're nearing the end of a story I'll warn folks to bring a leveled up character sheet to the next session for my pile. (I collect character sheets for each character for each level) It simplifies things for them. It removes the incentive to fight everything in sight. And it means I don't need to figure out XP or encounters in advance. Seems to get favorable responses from my players so far, and I know it makes my life easier. (and as a pure-improv DM that last one is REALLY important to me) -abs |