Critique me!! An email sent to my players in the Pathfinder TOEE game.
am making the dungeon more than just a place where you kick down a
door, kill, loot, lather-rinse-repeat. What you do has consequences,
especially in the Temple itself, as the thing is so small and the
various factions are so close to each other. As such, it might not be
the best thing to kill all that you see. Which leads to a discussion of
XP, how you get it, etc.
In Pathfinder the only way to get xp is
by killing shit. Gold, gems, magic items--none of those give you xp,
like they did in the old days. I'm all for a good fight, but if you
think you have to get xp for killing and only for killing, that tends to
bog down every encounter into endless fighting. I'm giving xp for
different things, and I'm using the PF slow progression chart for xp,
because you're going to get way more opportunities to get xp than just
I'm giving xp for monsters on a 100 xp per level/HD of the bad guy. Any special abilities it has might jack up the xp award.
if you manage to deal with the monster in some other way that takes him
out of the game on a permanent basis, like having someone else kill
him, scaring him off, tricking him into a deadly duel or into a trap,
making an ally of him, bypassing and trapping him in the dungeon in such
a way that his threat factor to you and others is significantly
reduced, he fails his morale check and runs away, making him think he
has to leave for some reason like forged orders, etc. That all counts
as the same as a kill for purposes of xp. Simply skipping a level of
the dungeon, finding a way to get to level 3 from level 1, doesn't get
you all the xp on level 2. Level 2 is still a threat to others, as well
as yourself. They aren't a piece taken off of or trapped on the
chessboard. If I were to give xp for that, and they find a way to get
to level three and fight, you'd be getting double xp if you killed it.
Plus, with the whole xp system below, you're incented to at least
explore the place, for valuable stuff, if not fighting
gold = every 5 gp = 1 xp. (You'll remember that in the old days it was 1
xp per gp. This doesn't make the focus so much on the gold)
for magic items: 10% of the sale price listed in the PF book. There
will be no "what if i sell it, do i then get the gp value for xp
purposes?" as in AD&D, because magic is so rare in this game, that
no one in their right mind sells it. Likewise, the "selling of scrolls
to goodly mages" by Burne and Rufus. Advertising you have a magic item
for sale basically means you have a target on your back for every thief
and scumbag in Mos Eisley to take you out.
Individual XP awards:
for figuring something big out as a player, or coming up with such a
cool idea or plan that you impress the shit outta the DM. The amount of
the award for the idea is up to the coolness of said idea.
excellent roleplaying: This is going to require you all to come up
with like one page of writing about your character. Seen by me only.
(You can share it in game later if you want). Half the page must detail
your character background, explain a bit about how and where he grew
up, and what happened to him or affected him. The second half must
describe your character's personality and motivations in light of the
background paragraph above.
In addition, I will give group xp
from time to time based on overall bigger mission objectives met. Like
clearing the moathouse, clearing the nodes, finding out the spies (if
any) in Hommlet, etc.
All this is subject to change if it turns
out the math is all fucked and you guys aren't leveling fast enough, or
are leveling too fast for the modules we're doing.
I'm doing this
to encourage all types of gaming. For example, Pete, if you say three
words in character in three years, I'll fall over. But you always have
good ideas. So you will get xp for the ideas, but maybe less overall
for roleplaying. Also, it makes the not 100% combat oriented, because
no one wants to constantly fight everything you see just to get the xp,
because that's the only way to get xp.
Lastly, as to gold, gems,
loot, etc, the only way you get the xp for that stuff is if you get it
out to a safe place, like back to Hommlet. It's one thing to get 6
suits of leather, one suit of chain, 5 spears, 4 longswords, 3 shields,
etc. in that first fight. They are all worth a lot. Getting it back to
Hommlet to get the xp for it is the other half of the issue.
In response to a player who says gold for xp sucks ass because it affects how a character is played I responded:
my xp system away, and a character whose background has to do with the
socialist redistribution of wealth from rich to poor, who doesn't
necessarily like fighting every damn thing in sight, like a robin hood
rogue, would have no way to get xp if it weren't for killing everything
he sees. I am trying to incorporate all elements of the game into the
xp equation equally, so that people can do what they do best in
character and still get xp for it, like roleplay, figuring shit
out/mysteries, good ideas/tactics, acquisition of wealth/magic, and
fighting. Otherwise the xp system only favors your character who likes
to fight. With my system other characters can do shit that fits their
role/background/character motivations and and not have to feel like they
are gypping the others in the group, because they still get xp for
themselves and the group.
In response to "I'm not saying that
people should get exp for treasure, if that is what they seek, but it
shouldn't be quantified. Just arbitrarily award them for accomplishing
their goals, whatever they are." I responded:
True. But how do
you calculate the reward for the accomplishment against other
accomplishments of similar nature if not thru some quantification
method? Achieving bigger goals should give bigger rewards. If the goal
is money to give from the rich to the poor, then the more you get and
give, the more xp you ought to get. And xp for gp does give some
logical way to quantify it. Note how i knocked it down to 20% of what
it used to be though, to keep it on par with the other methods of
If it still seems that the most
productive/efficient way to get xp is gold and magic, to the extent that
people do things for that reason rather than doing what their character
would do, or what would be most fun for the player, then I will scale
that way back a bit more, so that it doesn't incent one method of play
over any other. That way there is no detriment to a player's fun who
wants to do some other type of play more often but won't because they
don't think it will be worth the group's time in terms of xp per session
played. The goal of this xp system is so that no matter what sort of
fun you like to have in D&D, no matter what your characters
motivations for doing things are, and their objectives they want to
accomplish, both they and the rest of the group will get xp off of it in
a fair and balanced way.
The fair and balancing comes from fine
tuning as we go. For now though, at my best guess, this is a fair way
to do it. I'll change it as needed to encourage fun and fairness and
play styles and character goals. To award xp arbitrarily no matter what
the characters do if no fun at all. You may as well not have an xp
system, I'll just give you a level whenever i feel like it and base it
on some bullshit magic formula that I tell you I have, but which doesn't
exist. At least here you know part of the formula, and can extrapolate
other parts from it. Players should have some idea of what certain
actions will yield in terms of xp, when there is a logical method of
"Joe the Lawyer is a known shit-stirrer. He stirred the shit. He got banned. Asking what he did to stir the shit introduces unnecessary complication to the scenario, therefore he was banned for stirring the shit."
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