Roleplaying XP, and why I avoid it.


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Liberty's Edge

I highly recommend moving away from any sort of XP and using a level-by-milestone system. Not only does it mitigate those XP meta-rewards but it also discourages the "clear out the dungeon" habits born of video games and encourages the PCs to focus on the story/quest at hand.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

Huh, never really thought about habits formed from other media. I always thought exploring dungeons fully was just a wise precaution against surprises. I guess it depends on the group, as some might reason it to be getting that 100% Clear achievement. :)


My reasons to clear the dungeon out completely had everything to do with the little merchant inside wondering if I could sell enough everburning lamps to pay for those new shoes of water walking before the big ocean voyage.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Y'know, I'm trying to think of a character of mine that is motivated by money, and the only one I'm coming up with is my pirate Gunslinger.


@TOZ and @thejeff - thanks, interesting input. I've said it before, for TTRP games a skill based system seems intuitively more appropriate. 3.PF has skill points too but they aren't the primary means of determining PC success across an adventuring lifetime I suppose.

@Feral - me thinks that D&D had far more influence on the design/reward-modes of MMORG games than the other way around. And just taking out a BEBG, but leaving 1/3 or more of the "dungeon" infrastructure in place, is not the wisest of moves (assuming a good-aligned party).

Grand Lodge

thejeff wrote:
Call of Cthulhu is a (simple) skill based system, not a level based one.

There was a d20 version of Call of Cthulhu by Monte Cook. It was a class based system with only two classes to choose from...

Shadow Lodge

Digitalelf wrote:
thejeff wrote:
Call of Cthulhu is a (simple) skill based system, not a level based one.
There was a d20 version of Call of Cthulhu by Monte Cook. It was a class based system with only two classes to choose from...

There's a reason that that game died out after minimal support. d20 is NOT always the best answer.

And was there a remotely semi-popular game in the aughts that didn't have a cheap d20 cash-in edition? Mostly done by Monte Cook.

Shadow Lodge

TriOmegaZero wrote:
Huh, never really thought about habits formed from other media. I always thought exploring dungeons fully was just a wise precaution against surprises. I guess it depends on the group, as some might reason it to be getting that 100% Clear achievement. :)

I think it also depends on the dungeon. There's no reason not co clear out the 5-room dungeon. On the other hand, trying to clear out Rappan Athuk, Castle Whiterock, Castle Greyhawk, etc. isn't just an exercise in futility, it's also suicidal.


The d20 CoC is unfairly maligned. PC's didn't last much longer under it than in BRP. Most of the hate is less against how the d20 variant works for modelling a Mythos game and more knee-jerk reaction to d20 with assumptions that it's the same as D&D (which it isn't).

Grand Lodge

Kthulhu wrote:
There's a reason that that game died out after minimal support. d20 is NOT always the best answer.

I didn't say that it was, I was just letting thejeff know that there was indeed a level based version of the game.

And for the record, I prefer the original skill-based version. In fact, I run a campaign using the 6th Edition rules...


Quark Blast wrote:

So, my 2 cp here:

Aren't XPs core to the system? PF and 3.x anyway.

If you bail on using XPs formally then you'll need to proxy them anyhow.

Is it Core? If you take out the XP is does very little to alter the game mechanically. Psychologically it might alter the players perception or feelings about the game. But this can vary from player to player.

When we played Rise of the Runelords we just looked at the recommended level for each module (printed therein) and poof/presto that is when we got our level. Had we added up exp as we went along we most likely would have gained our level at around the same time.

When playing a module that has magic shops and a difficulty that requires a certain degree of optimizing having exp granted this way felt ok for our table. When playing other systems or non modules we reverted back to a more detailed book keeping style.

-MD


Muad'Dib wrote:
Quark Blast wrote:

So, my 2 cp here:

Aren't XPs core to the system? PF and 3.x anyway.

If you bail on using XPs formally then you'll need to proxy them anyhow.

Is it Core? If you take out the XP is does very little to alter the game mechanically. Psychologically it might alter the players perception or feelings about the game. But this can vary from player to player.

When we played Rise of the Runelords we just looked at the recommended level for each module (printed therein) and poof/presto that is when we got our level. Had we added up exp as we went along we most likely would have gained our level at around the same time.

When playing a module that has magic shops and a difficulty that requires a certain degree of optimizing having exp granted this way felt ok for our table. When playing other systems or non modules we reverted back to a more detailed book keeping style.

-MD

Once more into the breech! :D

Yes, XPs are core to Class-based systems. At least all the one's I'm familiar with. Certainly 3.PF and their d20 clones and variants.

For example:
Let's say keeping track of every single XP is too tedious for your group so you round to the nearest 1,000 XP. Doing that isn't RAW but it works just fine - particularly at higher levels it really makes no difference.

Or like you describe with the APs:
As the campaign progresses, at the right time, simply round to the nearest PC Class Level. If you do that you are using Class Level as a proxy for XPs entirely.

Either way, and not to exclude other ways as well, XPs are being proxied somehow. They have to be.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

What if you just level them at the start of the new mod? Is that XP being proxied?


TriOmegaZero wrote:
What if you just level them at the start of the new mod? Is that XP being proxied?

Yes, yes it is! Just what the group Muad'Dib described above did for the RotR AP.

Though proxying XP in that way would make bean-counting players blanch. :)

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

And if you leveled when the GM said to? Is that proxying XP?

Because if it is, the term seems to lose all meaning at that point.


Quark Blast wrote:
TriOmegaZero wrote:
What if you just level them at the start of the new mod? Is that XP being proxied?

Yes, yes it is! Just what the group Muad'Dib described above did for the RotR AP.

Though proxying XP in that way would make bean-counting players blanch. :)

I would suggest something a little weird here: the opposite is what is true.

What is XP?

At it's fundamental basics, it's a method of tracking when characters level up.

Levels are a determiner (roughly) of the power a given character has (and what kind of challenges they can take on).

In this regard, I'd say that XP are not the important thing: levels are.

Thus, tracking XP is less important than tracking levels.

"When" to level is not, then, a proxy for XP: XP are a proxy for telling you when to level. It is one method among many, and, though it is the default method utilized by Pathfinder and Paizo products in general, this is because 1) "GM Fiat" is really hard to codify in any reasonable or fair manner for a generic rules system, 2) the legacy of the game (abstracting leveling up by XP has been around for a looooooong time), and 3) it allows for an easy-to-point-to metric that can vary between groups, and allows starting GMs easier balancing than not (by way of having a solid baseline metric from which to vary as opposed to "here's fiat, now figure it out yourself", which tends to cause problems).


I fall into the no XP camp as well. We'll level when the group feels like it (I'm the type to level the PCs very very slowly or never level them at all, but I doubt most players like that, so levelling will have to be something the PCs have a hand in deciding. Like, they come up to me and say it's been 20 or 35 encounters or something and think it's about time to gain a level, and I let them, but if it's been 10 I say it's a bit too early.). I don't want to do the bookkeeping involved in actually using XPs, and I'm really apathetic towards handing out level gains, so it's probably best to let the players decide as long as they aren't being ridiculous and trying to level up every 10 encounters.


Quark Blast wrote:
Muad'Dib wrote:
Quark Blast wrote:

So, my 2 cp here:

Aren't XPs core to the system? PF and 3.x anyway.

If you bail on using XPs formally then you'll need to proxy them anyhow.

Is it Core? If you take out the XP is does very little to alter the game mechanically. Psychologically it might alter the players perception or feelings about the game. But this can vary from player to player.

When we played Rise of the Runelords we just looked at the recommended level for each module (printed therein) and poof/presto that is when we got our level. Had we added up exp as we went along we most likely would have gained our level at around the same time.

When playing a module that has magic shops and a difficulty that requires a certain degree of optimizing having exp granted this way felt ok for our table. When playing other systems or non modules we reverted back to a more detailed book keeping style.

-MD

Once more into the breech! :D

Yes, XPs are core to Class-based systems. At least all the one's I'm familiar with. Certainly 3.PF and their d20 clones and variants.

For example:
Let's say keeping track of every single XP is too tedious for your group so you round to the nearest 1,000 XP. Doing that isn't RAW but it works just fine - particularly at higher levels it really makes no difference.

Or like you describe with the APs:
As the campaign progresses, at the right time, simply round to the nearest PC Class Level. If you do that you are using Class Level as a proxy for XPs entirely.

Either way, and not to exclude other ways as well, XPs are being proxied somehow. They have to be.

Your first assumption is incorrect.

1) classed based does not mean level based. Some games have classes/roles that determine your skill sets, but do not have levels.

2) XP is only one method of tracking advancement in a level based system. Just because it is the dominant method does not mean that other methods are simulating XP.

Ex: I can walk to your house or I can bike to your house. Walking is not a proxy for biking, it is a different mode of achieving the same goal.

A proxy of the XP system would be an alternate method of awarding XP, such as using GM fiat instead of the CR system, or just giving players flat rewards per encounter regardless of difficulty. Those would be proxies of the XP system. Other methods that don't involve XP and never deal with the number have nothing to do with XP and are independent methods all-together.

Consider it like this, experience is a unit of measurement to track progress towards leveling. Other methods are different units of measurement.

Miles are no proxies of kilometers, they're just different types of units. They measure the same thing, but are irrelevant to each other for their own purposes (excluding conversion).

The thing being tracked is levels. It is possible to measure the level of a character while being completely unaware of what their experience total is. Therefore alternate methods have nothing to do with experience, since it is an irrelevant term when not being actively used.


Irontruth wrote:

Your first assumption is incorrect.

1) classed based does not mean level based. Some games have classes/roles that determine your skill sets, but do not have levels.

2) XP is only one method of tracking advancement in a level based system. Just because it is the dominant method does not mean that other methods are simulating XP.

Ex: I can walk to your house or I can bike to your house. Walking is not a proxy for biking, it is a different mode of achieving the same goal.

A proxy of the XP system would be an alternate method of awarding XP, such as using GM fiat instead of the CR system, or just giving players flat rewards per encounter regardless of difficulty. Those would be proxies of the XP system. Other methods that don't involve XP and never deal with the number have nothing to do with XP and are independent methods all-together.

Consider it like this, experience is a unit of measurement to track progress towards leveling. Other methods are different units of measurement.

Miles are no proxies of kilometers, they're just different types of units. They measure the same thing, but are irrelevant to each other for their own purposes (excluding conversion).

The thing being tracked is levels. It is possible to measure the level of a character while being completely unaware of what their experience total is. Therefore alternate methods have nothing to do with experience, since it is an irrelevant term when not being actively used.

A couple things.

1) This is a thread mostly concerned with 3.PF games, right? Also, I can't think of a class-based system that does not use XP and you didn't name any. Are there any you know of? Because, as I said previously, I don't.

2) I don't think people understand the definition of the word proxy. :'>


Feng Shui comes to mind. They don't call them "classes", they're archetypes. Theoretically it's a skill based game, but you don't get to pick your skills. You pick your archetype and that determines your skills. If a skill isn't a specialty of your archetype it is limited in how much it can grow. It's not called "classes", but the concept is the same mechanically. Your character type determines your abilities.

I've played a few others, but my memory fails me at the moment.

They still aren't XP-proxies. The concept of XP isn't being replaced, it's being discarded.

Quote:
a figure that can be used to represent the value of something in a calculation

If instead of calling it XP I called them quibbits, that would be a proxy. The same calculations are still being done, but instead of XP, we'd be accumulating quibbits, and when players had enough quibbits they'd level up.

That process is being discarded entirely in non-XP methods of advancement.

Example: In 13th Age, the standard advancement model goes like this...

After 4 encounters the party gains a long rest. Each long rest, the characters receive 1 partial advancement (they gain one portion of benefits from their next level). On the 4th long rest, the characters take the full level, gaining the remaining benefits not yet taken.

In this, each encounter is worth 1/16 of the XP needed to level. That could be considered a proxy. This is essentially the result of the math from most XP systems as well (though I think medium advancement averages closer to 12-13 encounters per level in PF and most 3.X systems).

If someone is using a story milestone method, XP isn't being tracked, nor is anything similar to it. It's an entirely different way of leveling that discards the concept of XP.


Irontruth wrote:
If someone is using a story milestone method, XP isn't being tracked, nor is anything similar to it. It's an entirely different way of leveling that discards the concept of XP.

Yeah, Feng Shui is a class system. Uses different jargon but it's still a class template.

Proxy - see item 2) in my previous post. :)

Story Milestones are a way of tracking XP. The point totals are just rolled into a small set of rational numbers. Instead of tracking individual XPs, a bin of XP is tracked and they call it a Milestone. When enough bins are stacked together the PC gains a level in her class.

Proxy can work both ways.

You could call 3.PF XPs "Milestones" if you wanted to. PCs start out having zero "Milestones" and as they adventure they pass more of them, sometimes quickly, sometimes slowly. When the PCs have 1,000+ "Milestones" they have crossed over into 2nd Level status.

But, since XPs came first, it makes more sense to speak of Milestones as proxies for XPs.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

So even levels can be XP proxies?


2 people marked this as a favorite.
Quark Blast wrote:
Irontruth wrote:
If someone is using a story milestone method, XP isn't being tracked, nor is anything similar to it. It's an entirely different way of leveling that discards the concept of XP.

Yeah, Feng Shui is a class system. Uses different jargon but it's still a class template.

Proxy - see item 2) in my previous post. :)

Story Milestones are a way of tracking XP. The point totals are just rolled into a small set of rational numbers. Instead of tracking individual XPs, a bin of XP is tracked and they call it a Milestone. When enough bins are stacked together the PC gains a level in her class.

Proxy can work both ways.

You could call 3.PF XPs "Milestones" if you wanted to. PCs start out having zero "Milestones" and as they adventure they pass more of them, sometimes quickly, sometimes slowly. When the PCs have 1,000+ "Milestones" they have crossed over into 2nd Level status.

But, since XPs came first, it makes more sense to speak of Milestones as proxies for XPs.

1) You asked for an example of a game that uses classes, but not levels. I provided it.

2) You just parroted an example from my post back at me.

You have successfully convinced me that you failed to comprehend the words I wrote.

Shadow Lodge

I rarely agree with Irontruth, but yeah...I don't think you understand the concept of milestones. At all.


TriOmegaZero wrote:
What if you just level them at the start of the new mod? Is that XP being proxied?

I just did that with my play-by-post game, I let my 6th level players choose between starting a module at level 7 or a different one at level 8.

They chose 7th. ***shrugs****

Passes TOZ popcorn

Dark Archive

XP is perfectly fine as tracker of progression between levels.

It works for games that don't want X encounters or "right time" to level games where that wouldn't work or be the best fit.

It can serve as a way to:

- Track progress on a micro level (vs. Macro or level).
- Can serve as a better reward system where a smaller reward would make sense than a full level
- Can serve (this will cause some seizures) a smaller penalty system than taking away full levels.
- Works better for non-linear campaigns or adventures with no "it feels about right" spot to level everyone up moments.
- Works in a system where xp is also a form of character currency for buying class abilities, edges, training or development beyond mere levels.

As I said before, Xp-less systems work well for established AP since they have a level expectation built into different sections.

For open campaigns with individual character goals and game environment (and rates of growth) an xp tracking system does the job better. I have yet to see anything posted here to convince me otherwise.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Auxmaulous wrote:
I have yet to see anything posted here to convince me otherwise.

Likewise. :)


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Thank God we have the internet so we can hash these kinds of things out.

Shadow Lodge

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I used to have to argue with my creepy neighbor. Now it doesn't matter how creepy you are!


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Muad'Dib wrote:
Thank God we have the internet so we can hash these kinds of things out.

The fact that you aren't parroting my exact view word for word proves you aren't listening to me! Or it proves that you aren't a sockpuppet. ;D


1 person marked this as a favorite.

Somebody is wrong on the internet!!!


Different play styles. IME, it works fine for games much more open than APs, even with

It doesn't work well for players and play styles where much of the focus is on advancement, xp as reward and earning your levels.


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Muad'Dib wrote:
Thank God we have the internet so we can hash these kinds of things out.

I used to wait for the salesmen/johova witness to come to my door to argue with them, but now I invented the internet.

***Your Welcome! : )****

Dark Archive

TOZ wrote:
I used to have to argue with my creepy neighbor. Now it doesn't matter how creepy you are!

I'm sure your old neighbor agrees!


Kthulhu wrote:
I rarely agree with Irontruth, but yeah...I don't think you understand the concept of milestones. At all.

Maybe. Is it being said that Story Milestones are unique jargon for 13th Age? And that somehow this way of tracking PC progression makes 13th Age not a class-based system? Or is it that 13th Age is not an XP-based system? But if PC progression isn't expressly XP-based then how are Story Milestones not a proxy for XPs? You still count them up in order to progress the PCs, no?

As far as the Feng Shui system - It would depend on a Feng Shui PC "Archtype" being functionally different than a 3.PF character "Class". Are they?

At any rate, XPs came into the TTRP game world first. Subsequently all classed-based systems that I'm aware of use a character progression counter that is functionally like counting XPs. Count Milestones, count Plot Points, whatever you count, it works as a game mechanic the same way XPs work in 3.PF.

@Muad'Dib

Quote:
Thank God we have the internet so we can hash these kinds of things out.

Agreed! But then what else is it good for?


Quark Blast wrote:
Kthulhu wrote:
I rarely agree with Irontruth, but yeah...I don't think you understand the concept of milestones. At all.

Maybe. Is it being said that Story Milestones are unique jargon for 13th Age? And that somehow this way of tracking PC progression makes 13th Age not a class-based system? Or is it that 13th Age is not an XP-based system? But if PC progression isn't expressly XP-based then how are Story Milestones not a proxy for XPs? You still count them up in order to progress the PCs, no?

As far as the Feng Shui system - It would depend on a Feng Shui PC "Archtype" being functionally different than a 3.PF character "Class". Are they?

At any rate, XPs came into the TTRP game world first. Subsequently all classed-based systems that I'm aware of use a character progression counter that is functionally like counting XPs. Count Milestones, count Plot Points, whatever you count, it works as a game mechanic the same way XPs work in 3.PF.

I can't speak to 13th Age, but Feng Shui archtypes aren't much like classes at all. They set up your initial abilities - stats, skills and shticks and possible unique abilities for that archetype. After that, IIRC you can build on them as you will. It's generally more effective to follow the archetype's basic approach - more Fu Shticks and Martial Arts for Martial Artists, more Guns and Gun Shticks for the Killer, but there's nothing that prevents you from putting some points in other abilities.

There are no levels, so you buy things as you want them, not in big clumps and there are no predetermined paths for you to follow.

OTOH, you do get XP, it's just that rather than accumulate it until you get a level, you spend it on abilities as you go.

Most non-class/level games I know of work that way.

More generally, once you get to the stage of points/session (or X sessions to level) or leveling based on story progression or accomplished goals, you're a long way from traditional D&D xp. What they encourage you to do is different. The way they interact with the game is different.

Here's a more familiar thought: Are Mythic Trials just XP?

Shadow Lodge

Quark Blast wrote:
Quote:
Thank God we have the internet so we can hash these kinds of things out.
Agreed! But then what else is it good for?

FOR PORN

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