Page 1699 in Little Garden
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By the same author as Grand Line 3.5


9th Feb 2022, 3:45 PM

The idea of handing out XP on a per player basis sounds like a nightmare to me. Seems like it'd lead to any party power disparity growing wider over time as the stronger players naturally rack up more kills.

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9th Feb 2022, 6:40 PM

It can work, if you're good about applying xp rewards for other things, like good roleplay or noncombat scenarios. Also if you're willing to do the frankly silly recordkeeping needed to keep track of that at the character level. I personally prefer it to be mostly party based, though there are limitations there.

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10th Feb 2022, 2:32 PM

Most games that do per-player XP generally don't bother tracking who killed who and just split it evenly between everyone who wasn't absent. As long as a person was there at all they'll get even share, usually.

Of course one could argue that if you spend the entire fight paralyzed by a bond villain death trap you didn't really contribute, so...

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10th Feb 2022, 3:22 PM

I would argue that being the one paralyzed is an extremely important part of the battle. But also I never run xp in d&d based systems, and if I do it wouldn't be individual.
Some systems are set up for it, but those are the ones that reward xp for being present and roleplaying successes of various kinds, instead of combat. While plot-important battles might be worth a bonus, it's nice to play systems where you don't lose out on rewards for choosing to avoid a fight.

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