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Re: [dq-rules] Digest Number 111
The only thing I have never used in the DQ EXP System
is the race multiplier. Talk about an unevenly applied
measure.
I happen to agree with awarding higher EXP awards to
characters with higher ranks. Here's why:
1) Experience costs for most weapons beginning around
Rank 4, 5, or better are excrutiatingly expensive (the
longbow/Giant Bow is a good example). Major skills,
too. At 1200 xp a game (using your system of no
increased XP awards to Adventurers or Heroes), and
assuming the hapless quester spent no experience on
anything else (no weapons, spells, etc.), and happened
to survive every game, it would take 55 gaming
sessions (defined by the rules as 5 hours of actual
play) just to reach Rank 8. You can divide that time
up into daily, weekly, or monthly sessions as you see
fit.
NOTE: I did take into account that you did point out
higher costs for higher Ranks in your post.
2) The higher EXP awards are a reward system to those
characters who have survived the best the GM could
challenge them with. It is in fact a carrot-on-a-stick
method that gives the player of the character
something to shoot for. To me, it is the same as the
reason that, in the US military, an E-7 receives more
pay than an E-2. More time on the job, more
compensation. Mind you, the Adventurers and Heroes in
my campaigns are expected to take the lead and put
themselves in harm's way more than the newer
mercenaries. Else, they lose experience.
I also have trouble with your system for experience
based on damage points inflicted. I would think that
several unfortunate tendencies would result:
- The hack-and-slashers would reap greater awards than
the roleplayers
- It would encourage the hack-and-slashers to initiate
combat with every entity they encountered. "Yeah, I
SUPPOSE we could ask this guy some questions, but if
we kill him, experience! Hey, let's take out his
neighbor, too! Cha-ching!!"
- While the dwarven warrior and the human barbarian,
and yes, even the fire mage are all watching their EXP
bank accounts rise, dollar signs in their guileless
eyes, the poor Enchanter, with his measely Bolt of
Energy spell, is getting the short end of the stick
while taking as much of the brunt of combat as his
comrades.
Just for the record, and merely for comparison's sake,
not meant as any criticism in any way, here's how it
works in my campaign:
1. EXP awards are made by Mercenary, Adventurer, or
Hero status without regard to racial multipliers.
2. Unsuccessful games result in half awards (the rules
put it another way - double awards for successful
games, but it's the same amount).
3. Warriors earn 10 xp for hits directly affecting
Endurance, and 25 xp for Grievous Injuries. By the
same token, mages earn 10 xp for double-effect spell
casts, and 25 xp for triple-effect spell casts.
4. Survived combat (whether or not it results in a
defeat of the foe) with a major baddie (like a demon
or dragon) results in a small bonus -- say, 50 to 100
xp. For example, I awarded 100 xp to everyone who
fought Wulgreth the Wraith in The Enchanted Wood.
To each his own, I guess. I have been using the
traditional EXP system (sans racial multipliers) for
the past 18 years and haven't heard the least
complaint.
Thank you for sharing your views.
Pat Hough
--- john franklin <johncfranklin@hotmail.com> wrote:
> p.s., also, I never used the original EXP system so
> I don't know how it
> would effect Hero class, etc.
> At this remove of years I can't quite rememebr how
> the DQ EXP system worked,
> but it seems like we didn't like how higher class
> characters were awarded
> more points for the same adventure--that seemed to
> defeat the purpose of
> having higher EXP costs for higher ranks. So we did
> a more linear
> progression. We also copied the Fantasy Triip system
> of awarding experience
> based on damage points done in combat--1 point per 1
> point of damage, 5
> point bonus for critical hits, 10 point for
> grievous, some kind of bonus for
> successful spell casts and other dice rolls using
> skills. Small bonuses but
> they added up pretty well. THen a bonus at the end,
> but more or less the
> same to all characters.
>
> John Curtis Franklin
> American School of Classical Studies at Athens
> 54 Odos Souidias
> 106 76 Athens Greece
> 0033 210 721 7225
> http://www.kingmixers.com
>
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>
>
>
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