History Main / ExperiencePoints

25th Nov '16 9:16:28 PM nombretomado
Is there an issue? Send a Message


** The ''Roleplay/GlobalGuardiansPBEMUniverse'' uses the ''HeroSystem''... um... [[DepartmentOfRedundancyDepartment system]].

to:

** The ''Roleplay/GlobalGuardiansPBEMUniverse'' uses the ''HeroSystem''...''TabletopGame/HeroSystem''... um... [[DepartmentOfRedundancyDepartment system]].
17th Oct '16 2:30:04 AM Morgenthaler
Is there an issue? Send a Message


* [[ProseDescriptiveQualities PDQ]] system games, as a rule, do something unusual with character advancement. In ''Dead Inside'' you have to find ways to regain soul points which can go to improving your Type (sort of your race or class), and then Type ranks can be traded for Qualities (skills and abilities). ''Truth & Justice'' offers Hero Points for suitably heroic actions, and you can decrease the maximum size of your Hero Point pool to buy extra Qualities and Powers. ''Swashbucklers of the 7 Skies'' gives you Training Points which can be spent towards new Fortes (Qualities) - but you can only earn Training Points on ''failed'' rolls, since succeeding means you didn't have to learn anything from the effort.

to:

* [[ProseDescriptiveQualities [[TabletopGame/ProseDescriptiveQualities PDQ]] system games, as a rule, do something unusual with character advancement. In ''Dead Inside'' you have to find ways to regain soul points which can go to improving your Type (sort of your race or class), and then Type ranks can be traded for Qualities (skills and abilities). ''Truth & Justice'' offers Hero Points for suitably heroic actions, and you can decrease the maximum size of your Hero Point pool to buy extra Qualities and Powers. ''Swashbucklers of the 7 Skies'' gives you Training Points which can be spent towards new Fortes (Qualities) - but you can only earn Training Points on ''failed'' rolls, since succeeding means you didn't have to learn anything from the effort.
16th Oct '16 9:49:46 AM nombretomado
Is there an issue? Send a Message


** ''FinalFantasyTactics'', instead of giving experience to the whole team based on the enemies defeated, gives individual characters experience based on each action taken, and who it was taken against. To the inattentive player, this can lead to a team full of front-line fighters who are over-leveled (from taking constant action in attacking) and mages who are under-leveled (from taking only occasional action that's not certain to work). At worse, it can lead to your whole team being under-leveled--if you try to play efficiently, and take out enemies in as few turns as is necessary, you won't get nearly the same experience for it.

to:

** ''FinalFantasyTactics'', ''VideoGame/FinalFantasyTactics'', instead of giving experience to the whole team based on the enemies defeated, gives individual characters experience based on each action taken, and who it was taken against. To the inattentive player, this can lead to a team full of front-line fighters who are over-leveled (from taking constant action in attacking) and mages who are under-leveled (from taking only occasional action that's not certain to work). At worse, it can lead to your whole team being under-leveled--if you try to play efficiently, and take out enemies in as few turns as is necessary, you won't get nearly the same experience for it.
16th Oct '16 4:42:10 AM Morgenthaler
Is there an issue? Send a Message


* The ''HeroSystem'' is different from most games with ExperiencePoints in that a player will earn only one, or maybe two if he did a fantastic job roleplaying his character, ExperiencePoint per session. Also, he can [[PointBuy spend those points on his character]], making it more powerful.
** ''{{GURPS}}'' copied this system.

to:

* The ''HeroSystem'' ''TabletopGame/HeroSystem'' is different from most games with ExperiencePoints in that a player will earn only one, or maybe two if he did a fantastic job roleplaying his character, ExperiencePoint per session. Also, he can [[PointBuy spend those points on his character]], making it more powerful.
** ''{{GURPS}}'' ''TabletopGame/{{GURPS}}'' copied this system.



** ''{{Exalted}}'' has a similar one, in which, with a full day of play and a great deal of acting skill, you ''might'' be able to afford a new Charm at the end of the session. A common criticism is that, due to quirks of the character generation and advancement chart, chargen in ''Exalted'' is a kind of minigame in which you can win dozens or hundreds of free experience points simply by having a build that gets a lot of XP-intensive stuff at chargen at a huge discount, then buys the cheap stuff with XP.
* ''ScarredLands'' gives this an in-setting justification/handwave--you're slowly increasing the size of your "thaumaturgic field," which provides a power source for superhuman abilities.

to:

** ''{{Exalted}}'' ''TabletopGame/{{Exalted}}'' has a similar one, in which, with a full day of play and a great deal of acting skill, you ''might'' be able to afford a new Charm at the end of the session. A common criticism is that, due to quirks of the character generation and advancement chart, chargen in ''Exalted'' is a kind of minigame in which you can win dozens or hundreds of free experience points simply by having a build that gets a lot of XP-intensive stuff at chargen at a huge discount, then buys the cheap stuff with XP.
* ''ScarredLands'' ''TabletopGame/ScarredLands'' gives this an in-setting justification/handwave--you're slowly increasing the size of your "thaumaturgic field," which provides a power source for superhuman abilities.



* {{Numenera}} assigns zero points for combat. It's a world AfterTheEnd and discovering artifacts from the worlds that came before is worth experience points. Additionally, about once per session per player, the GM is encouraged to use a GM Intrusion to make the game a bit more difficult for players. A player can refuse the intrusion by paying one experience point, or accept it, winning them two points. The player must then assign one point to another player. The number of experience points in the game rarely hit double digits.
* The WorldOfDarkness, old and new, assigned points for surviving, role-playing, and achieving. Rarely was combat rewarded for its own sake - though if combat achieved an objective, it might be worth a reward.

to:

* {{Numenera}} TabletopGame/{{Numenera}} assigns zero points for combat. It's a world AfterTheEnd and discovering artifacts from the worlds that came before is worth experience points. Additionally, about once per session per player, the GM is encouraged to use a GM Intrusion to make the game a bit more difficult for players. A player can refuse the intrusion by paying one experience point, or accept it, winning them two points. The player must then assign one point to another player. The number of experience points in the game rarely hit double digits.
* The WorldOfDarkness, TabletopGame/WorldOfDarkness, old and new, assigned points for surviving, role-playing, and achieving. Rarely was combat rewarded for its own sake - though if combat achieved an objective, it might be worth a reward.
4th Sep '16 5:53:02 AM supergod
Is there an issue? Send a Message


* ''VideoGame/NeverwinterNights'' had a particularly bizarre method of giving experience, as it was altered by your companions. In weird, arbitrary ways. Killing alone gave you more experience than if you had an NPC ally, but less experience than if you had a summoned creature. A wizard or sorcerer's familiar gave you more experience than alone, but less than using a summoned creature. Using a familiar and a summon in concert gave you more experience than using only a familiar but less than just having a summon. A druid's animal companion on the other hand, made you gain less than you would alone, and summoning a creature made you gain even less. Oh and barring one or two areas where enemies can respawn infinitely, there's a limited amount of experience available, so this matters.
** It's actually both a bit easier and more complicated than that. As a rule of thumb, you really do get less XP per kill the larger your party is; NPC henchmen, summoned mage familiars and/or animal companions, and other summon creatures all reduce the amount of XP your character gains by a small amount. However, enemies don't just simply spawn when you enter an area. Instead there are so-called "encounter triggers" placed throughout an area that spawn the enemies when the PC runs into such a trigger, and not necessarily next to the trigger - they can spawn somewhere completely different in that area. Now the thing with these triggers is that they determine the number and strength/level of the enemies that are about to spawn by taking into consideration the whole party at the moment the trigger was activated. So if you are running around solo, enter a trigger and then summon you creatures afterwards, you do get less XP than you had if you would not have summoned them. Of course this also works the other way around; enter an area, summon as many creatures as you can, command them to stay put, turn yourself invisible or use stealth, activate as many encounter triggers as possible without fighting any enemies, unsummon/dismiss all your creatures, and you'll get considerably more XP because you're now fighting more and/or tougher opponents all by yourself.
23rd Aug '16 1:46:11 PM blackmage0
Is there an issue? Send a Message

Added DiffLines:

* ''Literature/TheGam3'' [[DiscussedTrope discusses]] experience frequently, fitting for a galaxy-wide MMORPG. In-game notifications explicitly mention experience gain, and guides for new players explain the best ways to gain experience.
27th Jul '16 5:17:37 AM Morgenthaler
Is there an issue? Send a Message


* On ''DiscworldMUD'' (and possibly other Multi-User Dungeons) the players do not gain levels with experience. They have to [[PointBuy spend that experience on skills]], and this ratio of points in certain skills determines level. If the player dies, XP drops to zero, although getting resurrected can bring some back.
* Similarly, in ''UrbanDead'', how many 'levels' you have is as many skills as you've purchased. Certain classes have increased EXP cost for specific types of skills and reduced cost for other types. Notably, if someone is level 45, [[InterfaceSpoiler you can immediately tell]] which side they're likely working on, as one of the skills required to reach that level makes it much harder to be pulled back out of un-life.

to:

* On ''DiscworldMUD'' ''VideoGame/DiscworldMUD'' (and possibly other Multi-User Dungeons) the players do not gain levels with experience. They have to [[PointBuy spend that experience on skills]], and this ratio of points in certain skills determines level. If the player dies, XP drops to zero, although getting resurrected can bring some back.
* Similarly, in ''UrbanDead'', ''VideoGame/UrbanDead'', how many 'levels' you have is as many skills as you've purchased. Certain classes have increased EXP cost for specific types of skills and reduced cost for other types. Notably, if someone is level 45, [[InterfaceSpoiler you can immediately tell]] which side they're likely working on, as one of the skills required to reach that level makes it much harder to be pulled back out of un-life.
14th Apr '16 11:43:20 PM OminousBoardOfInvestors
Is there an issue? Send a Message

Added DiffLines:

* Similarly, in ''UrbanDead'', how many 'levels' you have is as many skills as you've purchased. Certain classes have increased EXP cost for specific types of skills and reduced cost for other types. Notably, if someone is level 45, [[InterfaceSpoiler you can immediately tell]] which side they're likely working on, as one of the skills required to reach that level makes it much harder to be pulled back out of un-life.
29th Dec '15 9:10:15 PM jormis29
Is there an issue? Send a Message


* ''LordsOfMagic'' has you gain experience from killing enemies, with the experience being shared among everyone on your side in the battle, and enough experience points level you up. What's interesting is that if a champion goes to their corresponding unit building and stays there they start training the units that can be created from it, giving them a fraction of their experience points each turn, most efficiently when training units of the same faction and least efficiently with those of the opposite, and maxing out at a maximum fraction. Also, while the level cap is 10 or 12 for lords, experience points don't max out. A lord who's just reached level 12 can only train champions to 5 or 6, but one who's been 12 for a long time and has been fighting ever since may be able to not just train them to 10, but can give them so many experience points that they could go to an untrained barracks and train those units to max themselves.

to:

* ''LordsOfMagic'' ''VideoGame/LordsOfMagic'' has you gain experience from killing enemies, with the experience being shared among everyone on your side in the battle, and enough experience points level you up. What's interesting is that if a champion goes to their corresponding unit building and stays there they start training the units that can be created from it, giving them a fraction of their experience points each turn, most efficiently when training units of the same faction and least efficiently with those of the opposite, and maxing out at a maximum fraction. Also, while the level cap is 10 or 12 for lords, experience points don't max out. A lord who's just reached level 12 can only train champions to 5 or 6, but one who's been 12 for a long time and has been fighting ever since may be able to not just train them to 10, but can give them so many experience points that they could go to an untrained barracks and train those units to max themselves.
5th Dec '15 4:28:28 AM NozzDogg
Is there an issue? Send a Message

Added DiffLines:

* ''TabletopGame/RocketAge'' doesn't have a traditional experience point system. Instead it has Story Points, which can be awarded for completing missions, more for doing so well, and can be either used to buy special items or warp the plot. Every so often, a GM may give out character points to allow the players to upgrade their stats, abilities and traits, or give a player traits for acting in certain ways.
This list shows the last 10 events of 147. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.ExperiencePoints