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* In ''Webcomic/{{Homestuck}}'', John gains experience for overseeing the creation of the "paradox babies".
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* In ''Webcomic/{{Homestuck}}'', John gains experience characters level up for overseeing the creation of the "paradox babies".things like completing a StableTimeLoop by accident, or even throwing their hat in frustration.
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typo fix
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Constrast NoExperiencePointsForMedic.
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** There are also plenty of quests that don't necessarily require combat. Some of them are just to get you to the next quest in the story train but others like the repeatable quests relating to professions or those involving major world events give an amount of experience that scales with your level and can add up a bit after a while (assuming you haven't hit the current level cap).
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new one
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* Played straight for Peganone and Jordie in ''Webcomic/OurLittleAdventure'', who both gained their character levels doing non-combat things.
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* The ''QuestForGlory'' saga lacks experience levels, the skills are improved by performing them.
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Not an example, see discussion page
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* In ''VideoGame/KingdomHeartsII'', all the Drive Forms acquire experience and level up in different ways, and only two of them level up for defeating any type of enemy.
* ''VideoGame/KingdomHeartsBirthBySleep'' has the EXP Walker ability, giving you Exp just for walking around.
* ''VideoGame/KingdomHeartsBirthBySleep'' has the EXP Walker ability, giving you Exp just for walking around.
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* ''VideoGame/WorldOfWarcraft'' gives experience the first time a significant landmark is visited.
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* ''VideoGame/WorldOfWarcraft'' gives experience the first time a significant landmark is visited.
visited. 4.1 also made it so that gathering nodes like ore or plants give XP when gathered.
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* ''VideoGame/VampireTheMasqueradeBloodlines'' Gives experience for quests completed through any means, making verbal conflict resolution and full stealth runs a completely viable way of playing without gimping your character.
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* Most NipponIchi games give the healer classes EXP for healing others, and also, the Merchant class (appearing in ''Makai Kingdom'' and ''Phantom Brave'') can gain experience and level up just by buying things from her (in addition to killing things, of course).
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* Most NipponIchi games give the healer classes EXP for healing others, and also, the Merchant class (appearing in ''Makai Kingdom'' and ''Phantom Brave'') can gain experience and level up just by buying things from her (in addition to killing things, of course).
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* Most NipponIchi games give the healer classes EXP for healing others, and also, the Merchant class (appearing in ''Makai Kingdom'' and ''Phantom Brave'') can gain experience and level up just by buying things from her (in addition to killing things, of course).
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* ''VideoGame/TricksterOnline'' gives the player experience from various activities, namely drilling and playing cards.
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* ''VideoGame/TricksterOnline'' ''TricksterOnline'' gives the player experience from various activities, namely drilling and playing cards.
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* ''VideoGame/EvilIslands'' gives you experience points for each completed quest.
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This trope is ''not'' about items which give you free experience or stats. For that, see RareCandy. It's also not for gaining experience for mundane tasks such as talking to random {{N|onPlayerCharacter}}PCs. For that, see MundaneEXP. This trope is for when EXP is gained for things such as training, completing sidequests, and advancing the plot, whether those things involve defeating monsters or not. It is a specific way to avert RPGsEqualCombat.
to:
This trope is ''not'' about items which give you free experience or stats. For that, see RareCandy. It's also not for gaining experience for mundane tasks such as talking to random {{N|onPlayerCharacter}}PCs. For that, see MundaneEXP.EasyEXP. This trope is for when EXP is gained for things such as training, completing sidequests, and advancing the plot, whether those things involve defeating monsters or not. It is a specific way to avert RPGsEqualCombat.
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* In ''Webcomic/OrderOfTheStick'', the first time the Order levels up on-screen, Belkar, their [[HeroicComedicSociopath psychotic evil halfling ranger]], was a mere handful of xp shy from leveling up with everyone else. When killing rats proved to not grant xp and party kills were banned from him, he resorted to pulling out a [[AssPull sob story]] for roleplaying xp.
* In ''DarthsAndDroids'', Jim is actually surprised that XP can be gained from roleplaying, rather than just fighting.
* In ''DarthsAndDroids'', Jim is actually surprised that XP can be gained from roleplaying, rather than just fighting.
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* In ''Webcomic/OrderOfTheStick'', ''Webcomic/TheOrderOfTheStick'', the first time the Order levels up on-screen, Belkar, their [[HeroicComedicSociopath psychotic evil halfling ranger]], was a mere handful of xp XP shy from leveling up with everyone else. When killing rats proved to not grant xp XP and party kills were banned from him, he resorted to pulling out a [[AssPull sob story]] for roleplaying xp.
XP.
* In''DarthsAndDroids'', ''Webcomic/DarthsAndDroids'', Jim is actually surprised that XP can be gained from roleplaying, rather than just fighting.
* In
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* ''DCHeroes''. {{PC}}s can receive Hero Points for participating in the adventure, roleplaying well, saving innocent bystanders and subplots (activities unrelated to the main adventure).
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* ''DCHeroes''.''TabletopGame/DCHeroes''. {{PC}}s can receive Hero Points for participating in the adventure, roleplaying well, saving innocent bystanders and subplots (activities unrelated to the main adventure).
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[[AC:Webcomics]]
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* ''DCHeroes''. {{PC}}s can receive Hero Points for participating in the adventure, roleplaying well, saving innocent bystanders and subplots (activities unrelated to the main adventure).
[[AC:WebComics]]
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* ''VideoGame/ValkyrieProfile'' has Event Experience, which is received at the ends of dungeons and after triggering events while exploring dungeons. It's usually pretty meager in comparison with the experience you get from killing all the stuff in the dungeons, but has the advantage of being able to be divided as you wish among your characters, allowing you to stockpile it and level up weak characters who'd have a difficult time surviving combat.
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* ''VideoGame/ValkyrieProfile'' ''ValkyrieProfile'' has Event Experience, which is received at the ends of dungeons and after triggering events while exploring dungeons. It's usually pretty meager in comparison with the experience you get from killing all the stuff in the dungeons, but has the advantage of being able to be divided as you wish among your characters, allowing you to stockpile it and level up weak characters who'd have a difficult time surviving combat.
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* ''VideoGame/{{Fallout}}'' and its sequels all award XP for doing non-combat related things, which may bypass combat altogether, such as lockpicking, hacking and persuasion.
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* The ''VideoGame/{{Fallout}}'' and its sequels all award series awards XP for doing non-combat related things, which may bypass combat altogether, such as lockpicking, hacking and persuasion.
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* In ''Webcomic/{{Homestuck}}'', John gains experience for overseeing the creation of the "paradox babies".
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* ''VideoGame/{{Gothic}}'' gives you experience points for each completed quest.
* ''VideoGame/{{Elvira}} 2: Jaws of Cerberus'' grants you experience for going into unexplored map squares and casting spells. Technically, you could get unlimited experience by preparing and casting a lot of free spells (but you'd have to wait for your Power Points to regenerate, so it would take a ''long'' time.)
* ''VideoGame/{{Elvira}} 2: Jaws of Cerberus'' grants you experience for going into unexplored map squares and casting spells. Technically, you could get unlimited experience by preparing and casting a lot of free spells (but you'd have to wait for your Power Points to regenerate, so it would take a ''long'' time.)
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The variant regarding getting better at a particular skill by doing so repeatedly is TruthInTelevision. However, since this trope requires that some sort of level-and-experience based system be in place, NoRealLifeExamplesPlease (They're not possible in RealLife).
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* In ''VideoGame/{{Final Fantasy XIII-2}}'', you can get CP (the game's form of EXP) from finding fragments throughout every area, which are obtained by completing sidequests or main missions.
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* In ''VideoGame/{{Final Fantasy XIII-2}}'', you can get CP (the game's form of EXP) from finding fragments throughout every area, which are obtained by completing sidequests or main missions. However, the CP gained from fragments not directly related to killing things tends to be pretty poor.
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* ''TabletopGame/DungeonsAndDragons'' has various rules for [=GMs=] to give out EXP for completing tasks outside combat, such as talking one's way out of a fight or for superb roleplaying.
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* ''TabletopGame/DungeonsAndDragons'' has various rules for [=GMs=] to give out EXP for completing tasks outside combat, such as talking one's way out of a fight or for superb roleplaying. Also, long before there were official rules for it, this was a very popular house rule.
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Heh, can\'t believe I missed this. Sloppy of me.
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This trope is ''not'' about items which give you free experience or stats. For that, see RareCandy. It's also not for gaining experience for mundane tasks such as talking to random {{N|onPlayerCharacter}}PCs. For that, see MundaneEXP (name to be decided via a separate YKTTW). This trope is for when EXP is gained for things such as training, completing sidequests, and advancing the plot, whether those things involve defeating monsters or not. It is a specific way to avert RPGsEqualCombat.
to:
This trope is ''not'' about items which give you free experience or stats. For that, see RareCandy. It's also not for gaining experience for mundane tasks such as talking to random {{N|onPlayerCharacter}}PCs. For that, see MundaneEXP (name to be decided via a separate YKTTW).MundaneEXP. This trope is for when EXP is gained for things such as training, completing sidequests, and advancing the plot, whether those things involve defeating monsters or not. It is a specific way to avert RPGsEqualCombat.
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Tense change
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** In the first ''VideoGame/DeusEx'', exploring nooks and crannies of the various maps not only netted you more inventory, some additional lore and bonus scenes, but every so often also gave you "Exploration Bonuses" in EXP.
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** In the first ''VideoGame/DeusEx'', exploring nooks and crannies of the various maps not only netted nets you more inventory, some additional lore and bonus scenes, but every so often also gave gives you "Exploration Bonuses" in EXP.
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In many [=RPGs=], dating to the original ''DungeonsAndDragons'', the only mechanically supported way for a character to gain experience and grow stronger is to kill enemies. It's a simple fact of most role-playing games that some amount of LevelGrinding will be required. Gaining ExperiencePoints often requires several hours of [[RandomEncounters killing mooks]] or otherwise going on a spree of mass murder and terrorism in the streets.
to:
In many [=RPGs=], dating to the original ''DungeonsAndDragons'', ''TabletopGame/DungeonsAndDragons'', the only mechanically supported way for a character to gain experience and grow stronger is to kill enemies. It's a simple fact of most role-playing games that some amount of LevelGrinding will be required. Gaining ExperiencePoints often requires several hours of [[RandomEncounters killing mooks]] or otherwise going on a spree of mass murder and terrorism in the streets.
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This trope is ''not'' about items which give you free experience or stats. For that, see RareCandy. It's also not for gaining experience for mundane tasks such as talking to random [[NonPlayerCharacter NPCs]]. For that, see MundaneEXP (name to be decided via a separate YKTTW). This trope is for when EXP is gained for things such as training, completing sidequests, and advancing the plot, whether those things involve defeating monsters or not. It is a specific way to avert RPGsEqualCombat.
The variant regarding getting better at a particular skill by doing so repeatedly is TruthInTelevision. However, since this trope requires that some sort of level-and-experience based system be in place, NoRealLifeExamplesPlease (They're not possible in RealLife) .
The variant regarding getting better at a particular skill by doing so repeatedly is TruthInTelevision. However, since this trope requires that some sort of level-and-experience based system be in place, NoRealLifeExamplesPlease (They're not possible in RealLife) .
to:
This trope is ''not'' about items which give you free experience or stats. For that, see RareCandy. It's also not for gaining experience for mundane tasks such as talking to random [[NonPlayerCharacter NPCs]].{{N|onPlayerCharacter}}PCs. For that, see MundaneEXP (name to be decided via a separate YKTTW). This trope is for when EXP is gained for things such as training, completing sidequests, and advancing the plot, whether those things involve defeating monsters or not. It is a specific way to avert RPGsEqualCombat.
The variant regarding getting better at a particular skill by doing so repeatedly is TruthInTelevision. However, since this trope requires that some sort of level-and-experience based system be in place, NoRealLifeExamplesPlease (They're not possible inRealLife) .RealLife).
The variant regarding getting better at a particular skill by doing so repeatedly is TruthInTelevision. However, since this trope requires that some sort of level-and-experience based system be in place, NoRealLifeExamplesPlease (They're not possible in
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!! Type A - EXP gained applies to a character's general level
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** There is also Exploration XP, which is basically an entire second XP-and-level system, fueled entirely by [[MetalDetectorPuzzle tracking down Irian artifacts with an L-rod]] (an example of Type B Non-Combat EXP).
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** There is also Exploration XP, which is basically an entire second XP-and-level system, fueled entirely by [[MetalDetectorPuzzle tracking down Irian artifacts with an L-rod]] (an example of Type B Non-Combat EXP).L-rod]].
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!! Type B - EXP applies only to a particular skill or attribute.
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!! Mixed Type - Contains both Type A and Type B variants
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!! Mixed Type - Contains both Type A and Type B variants
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* ''PerfectWorld'': When obtaining materials and crafting, you get a small dose of experience. Obtaining materials affects one's overall level (Type A), while crafting only affects one's crafting ability (Type B)
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* ''PerfectWorld'': When obtaining materials and crafting, you get a small dose of experience. Obtaining materials affects one's overall level (Type A), level, while crafting only affects one's crafting ability (Type B)ability.
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In many [=RPGs=], dating back to the original DungeonsAndDragons, the only mechanically-supported way for a character to gain experience and grow stronger is to kill enemies. It's a simple fact of most Role-Playing Games that some amount of LevelGrinding will be required. Gaining ExperiencePoints often requires several hours of [[RandomEncounters killing mooks]] or otherwise going on a spree of mass-murder and terrorism in the streets.
Some games, however, give you experience for activities completely unrelated to fighting. Craft a sword? Gain EXP! Run a mile? Gain EXP! Collect your three hundred rat tails and give them to the witch who needs them? Get EXP for that, too!
This can be justified; just as it doesn't make sense for reading a book to improve your combat parameters, it also doesn't make sense that killing a thousand {{Red Shirt}}s improves your ability to use a compass or [[ItemCrafting forging the]] InfinityPlusOneSword. Instead, you gain proficiency in item crafting by doing so repeatedly, and so on. This is more common in recent {{RPG}}s. This is also easier to justify in games where the characters can do more than just fight, and especially in games where experience points can be used to improve a character's noncombat capabilities.
This trope is NOT about items which give you free experience or stats. For that, see RareCandy. It's also not for gaining experience for mundane tasks such as talking to random [[NonPlayerCharacter NPCs]]. For that, see MundaneEXP (name to be decided via a separate YKTTW). This trope is for when EXP is gained for things such as training, completing sidequests, and advancing the plot, whether those things involve defeating monsters or not. It is a specific way to avert RPGsEqualCombat.
The variant regarding getting better at a particular skill by doing so repeatedly is TruthInTelevision. However, since this trope requires that some sort of level-and-experience based system be in place, NoRealLifeExamplesPlease (They're not possible in RealLife.)
Some games, however, give you experience for activities completely unrelated to fighting. Craft a sword? Gain EXP! Run a mile? Gain EXP! Collect your three hundred rat tails and give them to the witch who needs them? Get EXP for that, too!
This can be justified; just as it doesn't make sense for reading a book to improve your combat parameters, it also doesn't make sense that killing a thousand {{Red Shirt}}s improves your ability to use a compass or [[ItemCrafting forging the]] InfinityPlusOneSword. Instead, you gain proficiency in item crafting by doing so repeatedly, and so on. This is more common in recent {{RPG}}s. This is also easier to justify in games where the characters can do more than just fight, and especially in games where experience points can be used to improve a character's noncombat capabilities.
This trope is NOT about items which give you free experience or stats. For that, see RareCandy. It's also not for gaining experience for mundane tasks such as talking to random [[NonPlayerCharacter NPCs]]. For that, see MundaneEXP (name to be decided via a separate YKTTW). This trope is for when EXP is gained for things such as training, completing sidequests, and advancing the plot, whether those things involve defeating monsters or not. It is a specific way to avert RPGsEqualCombat.
The variant regarding getting better at a particular skill by doing so repeatedly is TruthInTelevision. However, since this trope requires that some sort of level-and-experience based system be in place, NoRealLifeExamplesPlease (They're not possible in RealLife.)
to:
In many [=RPGs=], dating back to the original DungeonsAndDragons, ''DungeonsAndDragons'', the only mechanically-supported mechanically supported way for a character to gain experience and grow stronger is to kill enemies. It's a simple fact of most Role-Playing Games role-playing games that some amount of LevelGrinding will be required. Gaining ExperiencePoints often requires several hours of [[RandomEncounters killing mooks]] or otherwise going on a spree of mass-murder mass murder and terrorism in the streets.
Some games, however, give you experience for activities completely unrelated to fighting. Craft a sword? Gain EXP! Run a mile? Gain EXP! Collect yourthree hundred 300 rat tails and give them to the witch who needs them? Get EXP for that, too!
This can be justified; just as it doesn't make sense for reading a book to improve your combat parameters, it also doesn't make sense that killing a thousand {{Red Shirt}}s improves your ability to use a compass or [[ItemCraftingforging forge the]] InfinityPlusOneSword. Instead, you gain proficiency in item crafting by doing so repeatedly, and so on. This is more common in recent {{RPG}}s.[=RPGs=]. This is also easier to justify in games where the characters can do more than just fight, and especially in games where experience points can be used to improve a character's noncombat capabilities.
This trope isNOT ''not'' about items which give you free experience or stats. For that, see RareCandy. It's also not for gaining experience for mundane tasks such as talking to random [[NonPlayerCharacter NPCs]]. For that, see MundaneEXP (name to be decided via a separate YKTTW). This trope is for when EXP is gained for things such as training, completing sidequests, and advancing the plot, whether those things involve defeating monsters or not. It is a specific way to avert RPGsEqualCombat.
The variant regarding getting better at a particular skill by doing so repeatedly is TruthInTelevision. However, since this trope requires that some sort of level-and-experience based system be in place, NoRealLifeExamplesPlease (They're not possible inRealLife.) RealLife) .
Some games, however, give you experience for activities completely unrelated to fighting. Craft a sword? Gain EXP! Run a mile? Gain EXP! Collect your
This can be justified; just as it doesn't make sense for reading a book to improve your combat parameters, it also doesn't make sense that killing a thousand {{Red Shirt}}s improves your ability to use a compass or [[ItemCrafting
This trope is
The variant regarding getting better at a particular skill by doing so repeatedly is TruthInTelevision. However, since this trope requires that some sort of level-and-experience based system be in place, NoRealLifeExamplesPlease (They're not possible in
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** Red Alert 2: Sneaking an Allied Spy to the enemy Barracks or War Factory gives that unit instant veteran level without combat, but works only for the kind of units produced in said building. Taking one spy to said point is quite difficult though, and it only works once per building.
** Red Alert 3: Veteran Academies are tech buildings that, if captured, will grant most (if not all) units veteran levels equal to the amount of Academies owned by the player. It goes all the way up to Elite.
** Red Alert 3: Veteran Academies are tech buildings that, if captured, will grant most (if not all) units veteran levels equal to the amount of Academies owned by the player. It goes all the way up to Elite.
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** Red ''Red Alert 2: 2'': Sneaking an Allied Spy to the enemy Barracks or War Factory gives that unit instant veteran level without combat, but works only for the kind of units produced in said building. Taking one spy to said point is quite difficult though, and it only works once per building.
**Red ''Red Alert 3: 3'': Veteran Academies are tech buildings that, if captured, will grant most (if not all) units veteran levels equal to the amount of Academies owned by the player. It goes all the way up to Elite.
**
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** ''VideoGame/DeusExHumanRevolution'' hands out XP for a variety of non-combat tasks. Players receive XP every time they successfully hack computers, complete missions, or win a "social battle" (i.e. convince someone to do something for you by choosing the right dialogue options). You also can get a huge amount of XP for going through an entire level without being seen.
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** ''VideoGame/DeusExHumanRevolution'' hands out XP for a variety of non-combat tasks. Players receive XP every time they successfully hack computers, complete missions, or win a "social battle" (i.e. convince , persuade someone to do something for you by choosing the right dialogue options). You also can get a huge amount of XP for going through an entire level without being seen.
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* In VideoGame/{{Final Fantasy XIII-2}}, you can get CP (the game's form of EXP) from finding fragments throughout every area, which are obtained by completing sidequests or main missions.
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* In VideoGame/{{Final ''VideoGame/{{Final Fantasy XIII-2}}, XIII-2}}'', you can get CP (the game's form of EXP) from finding fragments throughout every area, which are obtained by completing sidequests or main missions.
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** In both ''[[VideoGame/FireEmblemTellius Tellius]] games, Bonus EXP is awarded for completing maps, doing so quickly, leaving certain units alive, and other tasks, which can be given to different units to build them up.
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** In both ''[[VideoGame/FireEmblemTellius Tellius]] Tellius]]'' games, Bonus EXP is awarded for completing maps, doing so quickly, leaving certain units alive, and other tasks, which can be given to different units to build them up.
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* In ''VideoGame/{{Minecraft}}'', since the Release Version 1.3 [[note]]To be specific, it started in pre-release version 12w22a. 1.3 has not yet been released, but it is assumed that this will be included in it.[[/note]] you can gain experience from mining certain elements, smelting some minerals, and other stuff as well.
* In addition to Quest EXP, ''VideoGame/NeverwinterNights'' and its sequels include a few instances of xp beyond combat. Some conversations have bonus xp nestled in them for "roleplaying" options, there are times where ''avoiding'' the combat encounter will grant as much or more xp than fighting through it (if you're over-leveled for the fight). In Neverwinter Nights 2, a later expansion even gave xp for opening locks and disabling traps.
* ''VideoGame/PlanescapeTorment'' became a cult classic largely because of this trope. Whereas most CRPG at the time were heavily into hack'n'slash, Torment gave the best rewards (including experience) for dialog-based solutions to problems.
* ''VideoGame/RebelStar : Tactical Command'': Using the Medic and Psionics (non combat and more in mind screw) commands grant exp.
* In ''VideoGame/StarOceanTheLastHope, finishing mini quests gives you exp and the skill points to acquire skills. Also you get that by farming and or mining items at certain spots (the only way to finish some of said quests as well as getting certain crafting materials).
* VideoGame/{{Xenoblade}} awards the player EXP for simply exploring the world map, by discovering landmarks and hidden areas. It also awards EXP for successfully completing sidequests and completing key points (called "Chapters") in the game's story. Being that it's easily over 80 hours in length (up to 100, or more, including sidequests) [[AntiGrinding it's not hard to see why that is.]]
* In addition to Quest EXP, ''VideoGame/NeverwinterNights'' and its sequels include a few instances of xp beyond combat. Some conversations have bonus xp nestled in them for "roleplaying" options, there are times where ''avoiding'' the combat encounter will grant as much or more xp than fighting through it (if you're over-leveled for the fight). In Neverwinter Nights 2, a later expansion even gave xp for opening locks and disabling traps.
* ''VideoGame/PlanescapeTorment'' became a cult classic largely because of this trope. Whereas most CRPG at the time were heavily into hack'n'slash, Torment gave the best rewards (including experience) for dialog-based solutions to problems.
* ''VideoGame/RebelStar : Tactical Command'': Using the Medic and Psionics (non combat and more in mind screw) commands grant exp.
* In ''VideoGame/StarOceanTheLastHope, finishing mini quests gives you exp and the skill points to acquire skills. Also you get that by farming and or mining items at certain spots (the only way to finish some of said quests as well as getting certain crafting materials).
* VideoGame/{{Xenoblade}} awards the player EXP for simply exploring the world map, by discovering landmarks and hidden areas. It also awards EXP for successfully completing sidequests and completing key points (called "Chapters") in the game's story. Being that it's easily over 80 hours in length (up to 100, or more, including sidequests) [[AntiGrinding it's not hard to see why that is.]]
to:
* In ''VideoGame/{{Minecraft}}'', since the Release Version 1.3 [[note]]To be specific, it started in pre-release version 12w22a. Version 1.3 has not yet been released, but it is assumed that this will be included in it.[[/note]] you can gain experience from mining certain elements, smelting some minerals, and other stuff as well.
* In addition to Quest EXP, ''VideoGame/NeverwinterNights'' and its sequels include a few instances ofxp XP beyond combat. Some conversations have bonus xp XP nestled in them for "roleplaying" options, there are times where ''avoiding'' the combat encounter will grant as much or more xp XP than fighting through it (if you're over-leveled for the fight). In Neverwinter ''Neverwinter Nights 2, 2'', a later expansion even gave xp XP for opening locks and disabling traps.
* ''VideoGame/PlanescapeTorment'' became a cult classic largely because of this trope. Whereas mostCRPG [=CRPGs=] at the time were heavily into hack'n'slash, Torment ''Torment'' gave the best rewards (including experience) for dialog-based solutions to problems.
*''VideoGame/RebelStar : ''VideoGame/RebelStar: Tactical Command'': Using the Medic and Psionics (non combat and more in mind screw) commands grant exp.
* In''VideoGame/StarOceanTheLastHope, ''VideoGame/StarOceanTheLastHope'', finishing mini quests gives you exp and the skill points to acquire skills. Also you get that by farming and or mining items at certain spots (the only way to finish some of said quests as well as getting certain crafting materials).
*VideoGame/{{Xenoblade}} ''VideoGame/{{Xenoblade}}'' awards the player EXP for simply exploring the world map, by discovering landmarks and hidden areas. It also awards EXP for successfully completing sidequests and completing key points (called "Chapters") in the game's story. Being that it's easily over 80 hours in length (up to 100, or more, including sidequests) [[AntiGrinding it's not hard to see why that is.]]
* In addition to Quest EXP, ''VideoGame/NeverwinterNights'' and its sequels include a few instances of
* ''VideoGame/PlanescapeTorment'' became a cult classic largely because of this trope. Whereas most
*
* In
*
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** The two skills for [[ItemCrafting crafting finished adventuring gear]] (Tailoring and Blacksmithing) give some of the easiest XP in the game, especially if you take part-time jobs or process your own raw materials.
to:
** The two skills for [[ItemCrafting crafting finished adventuring gear]] (Tailoring gear]], Tailoring and Blacksmithing) Blacksmithing, give some of the easiest XP in the game, especially if you take part-time jobs or process your own raw materials.
Changed line(s) 54,56 (click to see context) from:
* ''TabletopGame/DungeonsAndDragons'' has various rules for GM's to give out EXP for completing tasks outside of combat, such as talking one's way out of a fight or for superb roleplaying.
* ''TabletopGame/{{FATAL}}'' manages to use this trope to limit the poor, deformed, psychotic pc's that get created. Each class has a specific action that grants it EXP. No more needs to be stated.
* Iron Crown Enterprises' games (''{{TabletopGame/Rolemaster}}'', ''Space Master'', ''Cyberspace'', etc.) often gave experience points for non-combat actions, such as coming up with useful ideas, performing movement maneuvers (e.g. running), traveling (5 xp per kilometer), using spells or psionic powers, performing research and building or repairing items.
* ''TabletopGame/{{FATAL}}'' manages to use this trope to limit the poor, deformed, psychotic pc's that get created. Each class has a specific action that grants it EXP. No more needs to be stated.
* Iron Crown Enterprises' games (''{{TabletopGame/Rolemaster}}'', ''Space Master'', ''Cyberspace'', etc.) often gave experience points for non-combat actions, such as coming up with useful ideas, performing movement maneuvers (e.g. running), traveling (5 xp per kilometer), using spells or psionic powers, performing research and building or repairing items.
to:
* ''TabletopGame/DungeonsAndDragons'' has various rules for GM's [=GMs=] to give out EXP for completing tasks outside of combat, such as talking one's way out of a fight or for superb roleplaying.
* ''TabletopGame/{{FATAL}}'' manages to use this trope to limit the poor, deformed, psychoticpc's [=PCs=] that get created. Each class has a specific action that grants it EXP. No more needs to be stated.
* Iron Crown Enterprises' games(''{{TabletopGame/Rolemaster}}'', (''TabletopGame/{{Rolemaster}}'', ''Space Master'', ''Cyberspace'', etc.) often gave experience points for non-combat actions, such as coming up with useful ideas, performing movement maneuvers (e.g. running), traveling (5 xp XP per kilometer), using spells or psionic powers, performing research and building or repairing items.
* ''TabletopGame/{{FATAL}}'' manages to use this trope to limit the poor, deformed, psychotic
* Iron Crown Enterprises' games
Changed line(s) 63 (click to see context) from:
* Webcomic/{{Goblins}} features one conversation between two city guards in Brassmoon City about a time when a DM granted someone roleplaying xp for taking a dump. This granted him just enough xp to level up. Needless to say, things got [[{{Pun}} crappy]] real fast.
to:
* Webcomic/{{Goblins}} ''Webcomic/{{Goblins}}'' features one conversation between two city guards in Brassmoon City about a time when a DM granted someone roleplaying xp XP for taking a dump. This granted him just enough xp XP to level up. Needless to say, things got [[{{Pun}} crappy]] real fast.
Changed line(s) 73,74 (click to see context) from:
* {{Recettear}}: You get Merchant Exp by haggling in your shop. Vending Machines do not count.
to:
* {{Recettear}}: ''{{Recettear}}'': You get Merchant Exp by haggling in your shop. Vending Machines do not count.
Changed line(s) 76,77 (click to see context) from:
* The videogame franchise ''VideoGame/{{Ultima}}'' utilizes this mechanic in its games. Instead of a class or level system, the core mechanics are an attribute system and a skill system. Players gain more powerful at their skills by using them repeatedly. ''VideoGame/UltimaOnline', the MMORPG version, is probably the most popular game in the franchise.
to:
* The videogame video game franchise ''VideoGame/{{Ultima}}'' utilizes this mechanic in its games. Instead of a class or level system, the core mechanics are an attribute system and a skill system. Players gain more powerful at their skills by using them repeatedly. ''VideoGame/UltimaOnline', the MMORPG version, is probably the most popular game in the franchise.
Changed line(s) 81 (click to see context) from:
* PerfectWorld: When obtaining materials and crafting you get a small dose of experience. Obtaining materials affects one's overall level (Type A), while crafting only affects one's crafting ability (Type B)
to:
* PerfectWorld: ''PerfectWorld'': When obtaining materials and crafting crafting, you get a small dose of experience. Obtaining materials affects one's overall level (Type A), while crafting only affects one's crafting ability (Type B)B)
----
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It's a simple fact of most Role-Playing Games that some amount of LevelGrinding will be required. Gaining ExperiencePoints often requires several hours of [[RandomEncounters killing mooks]] or otherwise going on a spree of mass-murder and terrorism in the streets. In many [=RPGs=], dating back to the original DungeonsAndDragons, the only mechanically-supported way for a character to gain experience and grow stronger is to kill enemies.
to:
In many [=RPGs=], dating back to the original DungeonsAndDragons, the only mechanically-supported way for a character to gain experience and grow stronger is to kill enemies. It's a simple fact of most Role-Playing Games that some amount of LevelGrinding will be required. Gaining ExperiencePoints often requires several hours of [[RandomEncounters killing mooks]] or otherwise going on a spree of mass-murder and terrorism in the streets. In many [=RPGs=], dating back to the original DungeonsAndDragons, the only mechanically-supported way for a character to gain experience and grow stronger is to kill enemies.
streets.
Is there an issue? Send a MessageReason:
Launching as per YKTTW
Added DiffLines:
It's a simple fact of most Role-Playing Games that some amount of LevelGrinding will be required. Gaining ExperiencePoints often requires several hours of [[RandomEncounters killing mooks]] or otherwise going on a spree of mass-murder and terrorism in the streets. In many [=RPGs=], dating back to the original DungeonsAndDragons, the only mechanically-supported way for a character to gain experience and grow stronger is to kill enemies.
Some games, however, give you experience for activities completely unrelated to fighting. Craft a sword? Gain EXP! Run a mile? Gain EXP! Collect your three hundred rat tails and give them to the witch who needs them? Get EXP for that, too!
This can be justified; just as it doesn't make sense for reading a book to improve your combat parameters, it also doesn't make sense that killing a thousand {{Red Shirt}}s improves your ability to use a compass or [[ItemCrafting forging the]] InfinityPlusOneSword. Instead, you gain proficiency in item crafting by doing so repeatedly, and so on. This is more common in recent {{RPG}}s. This is also easier to justify in games where the characters can do more than just fight, and especially in games where experience points can be used to improve a character's noncombat capabilities.
This trope is NOT about items which give you free experience or stats. For that, see RareCandy. It's also not for gaining experience for mundane tasks such as talking to random [[NonPlayerCharacter NPCs]]. For that, see MundaneEXP (name to be decided via a separate YKTTW). This trope is for when EXP is gained for things such as training, completing sidequests, and advancing the plot, whether those things involve defeating monsters or not. It is a specific way to avert RPGsEqualCombat.
The variant regarding getting better at a particular skill by doing so repeatedly is TruthInTelevision. However, since this trope requires that some sort of level-and-experience based system be in place, NoRealLifeExamplesPlease (They're not possible in RealLife.)
----
!Examples
!! Type A - EXP gained applies to a character's general level
[[AC:VideoGames]]
* In the ''VideoGame/BaldursGate'' series, particularly the second installment, the most XP was gained from completing major quests rather than combat encounters.
* In the multiplayer for ''VideoGame/CallOfDuty'', players have levels. They must gain XP to level up, which allows them access to new weapons. You mainly get XP through kills, but the game liberally dishes out XP for getting kills in special ways, such as revenge kills ("Payback!") or killing an enemy immediately after they killed a teammate ("Avenged!"). You can also get lots of bonus XP for certain achievements, like getting a certain number of headshots with a weapon, or using a perk a certain number of times. In objective-based gamemodes you also will get XP for capturing objectives.
* ''VideoGame/CommandAndConquer'' series:
** Red Alert 2: Sneaking an Allied Spy to the enemy Barracks or War Factory gives that unit instant veteran level without combat, but works only for the kind of units produced in said building. Taking one spy to said point is quite difficult though, and it only works once per building.
** Red Alert 3: Veteran Academies are tech buildings that, if captured, will grant most (if not all) units veteran levels equal to the amount of Academies owned by the player. It goes all the way up to Elite.
* ''VideoGame/DeusEx'' series:
** In the first ''VideoGame/DeusEx'', exploring nooks and crannies of the various maps not only netted you more inventory, some additional lore and bonus scenes, but every so often also gave you "Exploration Bonuses" in EXP.
** ''VideoGame/DeusExHumanRevolution'' hands out XP for a variety of non-combat tasks. Players receive XP every time they successfully hack computers, complete missions, or win a "social battle" (i.e. convince someone to do something for you by choosing the right dialogue options). You also can get a huge amount of XP for going through an entire level without being seen.
* ''VideoGame/{{Fallout}}'' and its sequels all award XP for doing non-combat related things, which may bypass combat altogether, such as lockpicking, hacking and persuasion.
* In VideoGame/{{Final Fantasy XIII-2}}, you can get CP (the game's form of EXP) from finding fragments throughout every area, which are obtained by completing sidequests or main missions.
* ''VideoGame/FireEmblem'' series:
** Staff users gain EXP whenever they use a staff. Similarly, in ''[[VideoGame/FireEmblemTellius Fire Emblem: Radiant Dawn]]'', [[MysticalWaif Micaiah]] gains experience whenever she uses her "Sacrifice" skill.
** Because of the unique mechanics of ''[[VideoGame/FireEmblemJugdral Fire Emblem: Genealogy of the Holy War]]'', each unit has a separate amount of currency, and characters will not give money to others. However, thief units (Dew and Patty or her replacement) can, and they gain EXP for giving their money to another unit.
** In both ''[[VideoGame/FireEmblemTellius Tellius]] games, Bonus EXP is awarded for completing maps, doing so quickly, leaving certain units alive, and other tasks, which can be given to different units to build them up.
* In ''VideoGame/KingsQuestMaskOfEternity'', you gain experience for solving puzzles, apart from killing enemies.
* The ''VideoGame/MassEffect'' series, despite relying ''heavily'' on combat, did away with XP-for-kills starting with part two, instead handing it out for quests and some item pickups. Even ''VideoGame/MassEffect1'', some XP was gained upon unlocking each Codex entry, i.e. from simple exploration and interacting with the environment.
* In ''VideoGame/{{Minecraft}}'', since the Release Version 1.3 [[note]]To be specific, it started in pre-release version 12w22a. 1.3 has not yet been released, but it is assumed that this will be included in it.[[/note]] you can gain experience from mining certain elements, smelting some minerals, and other stuff as well.
* In addition to Quest EXP, ''VideoGame/NeverwinterNights'' and its sequels include a few instances of xp beyond combat. Some conversations have bonus xp nestled in them for "roleplaying" options, there are times where ''avoiding'' the combat encounter will grant as much or more xp than fighting through it (if you're over-leveled for the fight). In Neverwinter Nights 2, a later expansion even gave xp for opening locks and disabling traps.
* ''VideoGame/PlanescapeTorment'' became a cult classic largely because of this trope. Whereas most CRPG at the time were heavily into hack'n'slash, Torment gave the best rewards (including experience) for dialog-based solutions to problems.
* ''VideoGame/RebelStar : Tactical Command'': Using the Medic and Psionics (non combat and more in mind screw) commands grant exp.
* In ''VideoGame/StarOceanTheLastHope, finishing mini quests gives you exp and the skill points to acquire skills. Also you get that by farming and or mining items at certain spots (the only way to finish some of said quests as well as getting certain crafting materials).
* VideoGame/{{Xenoblade}} awards the player EXP for simply exploring the world map, by discovering landmarks and hidden areas. It also awards EXP for successfully completing sidequests and completing key points (called "Chapters") in the game's story. Being that it's easily over 80 hours in length (up to 100, or more, including sidequests) [[AntiGrinding it's not hard to see why that is.]]
* ''VideoGame/ValkyrieProfile'' has Event Experience, which is received at the ends of dungeons and after triggering events while exploring dungeons. It's usually pretty meager in comparison with the experience you get from killing all the stuff in the dungeons, but has the advantage of being able to be divided as you wish among your characters, allowing you to stockpile it and level up weak characters who'd have a difficult time surviving combat.
* In ''VideoGame/KingdomHeartsII'', all the Drive Forms acquire experience and level up in different ways, and only two of them level up for defeating any type of enemy.
* ''VideoGame/KingdomHeartsBirthBySleep'' has the EXP Walker ability, giving you Exp just for walking around.
[[AC:{{MMORPG}}s]]
* ''VideoGame/GuildWars2'' gives experience for almost everything, from harvesting materials in the world, to crafting to exploration.
* ''VideoGame/{{Mabinogi}}'' has lots of ways to get XP from crafting and other non-combat activities.
** The two skills for [[ItemCrafting crafting finished adventuring gear]] (Tailoring and Blacksmithing) give some of the easiest XP in the game, especially if you take part-time jobs or process your own raw materials.
** Additionally, the Merchant Destiny give you more than double XP for crafting stuff for as long as you keep it.
** There is also Exploration XP, which is basically an entire second XP-and-level system, fueled entirely by [[MetalDetectorPuzzle tracking down Irian artifacts with an L-rod]] (an example of Type B Non-Combat EXP).
** Mabinogi is one of the few combat-oriented games where you can make a respectable character who never fights.
* ''VideoGame/TricksterOnline'' gives the player experience from various activities, namely drilling and playing cards.
* ''VideoGame/WorldOfWarcraft'' gives experience the first time a significant landmark is visited.
[[AC:TabletopRPG]]
* ''TabletopGame/DungeonsAndDragons'' has various rules for GM's to give out EXP for completing tasks outside of combat, such as talking one's way out of a fight or for superb roleplaying.
* ''TabletopGame/{{FATAL}}'' manages to use this trope to limit the poor, deformed, psychotic pc's that get created. Each class has a specific action that grants it EXP. No more needs to be stated.
* Iron Crown Enterprises' games (''{{TabletopGame/Rolemaster}}'', ''Space Master'', ''Cyberspace'', etc.) often gave experience points for non-combat actions, such as coming up with useful ideas, performing movement maneuvers (e.g. running), traveling (5 xp per kilometer), using spells or psionic powers, performing research and building or repairing items.
* ''TabletopGame/TeenagersFromOuterSpace'' works on a voting method: the other players at a session make secret votes to decide if a player gets 1, 2 or 3 XP. The average is rewarded.
* The ''TabletopGame/WorldOfDarkness'' series, being a storytelling system, mainly grants EXP through non-combat means. One point for showing up, one point if the character learned something, and so on. EXP can be gained through combat, though it's not the primary method.
[[AC:Webcomics]]
* Spoofed in ''Webcomic/CultureShock'' in [[http://www.drunkduck.com/Culture_Shock/4797330/ this strip]] - You can get EXP for quite literally anything - kicking trash cans, beating up {{nerd}}s, popping bubble wrap, opening bags of chips, and using the restroom, among others.
* Discussed by the [[LightIsNotGood Light Warriors]] in ''Webcomic/EightBitTheater'' - Apparently, [[http://www.nuklearpower.com/2002/08/02/episode-180-headin-to-pravoka/ sidequests are the primary source]] of an adventurer's EXP gain, and are what separates noble adventurers from roaming bands of thugs.
* Webcomic/{{Goblins}} features one conversation between two city guards in Brassmoon City about a time when a DM granted someone roleplaying xp for taking a dump. This granted him just enough xp to level up. Needless to say, things got [[{{Pun}} crappy]] real fast.
* In ''Webcomic/OrderOfTheStick'', the first time the Order levels up on-screen, Belkar, their [[HeroicComedicSociopath psychotic evil halfling ranger]], was a mere handful of xp shy from leveling up with everyone else. When killing rats proved to not grant xp and party kills were banned from him, he resorted to pulling out a [[AssPull sob story]] for roleplaying xp.
* In ''DarthsAndDroids'', Jim is actually surprised that XP can be gained from roleplaying, rather than just fighting.
!! Type B - EXP applies only to a particular skill or attribute.
[[AC:VideoGames]]
* ''VideoGame/TheElderScrolls'' series uses a levelling system which gives the player experience for doing a given task (so you level up in sneak if you sneak, destruction magic for killing things with magic and so on) and awards levels (with respective stat increases, as well as perks in ''VideoGame/{{Skyrim}}'') every 10 ranks (so you could become quite high level by doing nothing but sneaking, smithing and [[TalkingTheMonsterToDeath learning to talk really well]]).
* ''VideoGame/HarvestMoon: Friends of Mineral Town'' (and more friends of mineral town): You get experience on using the tools by using the tools.
* In ''VideoGame/{{Quest 64}}'', while you gain HP, MP, and defense by performing tasks in battle, you gain agility by walking. Including running around in circles for hours.
*{{Recettear}}: You get Merchant Exp by haggling in your shop. Vending Machines do not count.
[[AC:{{MMORPG}}s]]
* The videogame franchise ''VideoGame/{{Ultima}}'' utilizes this mechanic in its games. Instead of a class or level system, the core mechanics are an attribute system and a skill system. Players gain more powerful at their skills by using them repeatedly. ''VideoGame/UltimaOnline', the MMORPG version, is probably the most popular game in the franchise.
!! Mixed Type - Contains both Type A and Type B variants
[[AC:{{MMORPG}}s]]
* PerfectWorld: When obtaining materials and crafting you get a small dose of experience. Obtaining materials affects one's overall level (Type A), while crafting only affects one's crafting ability (Type B)
Some games, however, give you experience for activities completely unrelated to fighting. Craft a sword? Gain EXP! Run a mile? Gain EXP! Collect your three hundred rat tails and give them to the witch who needs them? Get EXP for that, too!
This can be justified; just as it doesn't make sense for reading a book to improve your combat parameters, it also doesn't make sense that killing a thousand {{Red Shirt}}s improves your ability to use a compass or [[ItemCrafting forging the]] InfinityPlusOneSword. Instead, you gain proficiency in item crafting by doing so repeatedly, and so on. This is more common in recent {{RPG}}s. This is also easier to justify in games where the characters can do more than just fight, and especially in games where experience points can be used to improve a character's noncombat capabilities.
This trope is NOT about items which give you free experience or stats. For that, see RareCandy. It's also not for gaining experience for mundane tasks such as talking to random [[NonPlayerCharacter NPCs]]. For that, see MundaneEXP (name to be decided via a separate YKTTW). This trope is for when EXP is gained for things such as training, completing sidequests, and advancing the plot, whether those things involve defeating monsters or not. It is a specific way to avert RPGsEqualCombat.
The variant regarding getting better at a particular skill by doing so repeatedly is TruthInTelevision. However, since this trope requires that some sort of level-and-experience based system be in place, NoRealLifeExamplesPlease (They're not possible in RealLife.)
----
!Examples
!! Type A - EXP gained applies to a character's general level
[[AC:VideoGames]]
* In the ''VideoGame/BaldursGate'' series, particularly the second installment, the most XP was gained from completing major quests rather than combat encounters.
* In the multiplayer for ''VideoGame/CallOfDuty'', players have levels. They must gain XP to level up, which allows them access to new weapons. You mainly get XP through kills, but the game liberally dishes out XP for getting kills in special ways, such as revenge kills ("Payback!") or killing an enemy immediately after they killed a teammate ("Avenged!"). You can also get lots of bonus XP for certain achievements, like getting a certain number of headshots with a weapon, or using a perk a certain number of times. In objective-based gamemodes you also will get XP for capturing objectives.
* ''VideoGame/CommandAndConquer'' series:
** Red Alert 2: Sneaking an Allied Spy to the enemy Barracks or War Factory gives that unit instant veteran level without combat, but works only for the kind of units produced in said building. Taking one spy to said point is quite difficult though, and it only works once per building.
** Red Alert 3: Veteran Academies are tech buildings that, if captured, will grant most (if not all) units veteran levels equal to the amount of Academies owned by the player. It goes all the way up to Elite.
* ''VideoGame/DeusEx'' series:
** In the first ''VideoGame/DeusEx'', exploring nooks and crannies of the various maps not only netted you more inventory, some additional lore and bonus scenes, but every so often also gave you "Exploration Bonuses" in EXP.
** ''VideoGame/DeusExHumanRevolution'' hands out XP for a variety of non-combat tasks. Players receive XP every time they successfully hack computers, complete missions, or win a "social battle" (i.e. convince someone to do something for you by choosing the right dialogue options). You also can get a huge amount of XP for going through an entire level without being seen.
* ''VideoGame/{{Fallout}}'' and its sequels all award XP for doing non-combat related things, which may bypass combat altogether, such as lockpicking, hacking and persuasion.
* In VideoGame/{{Final Fantasy XIII-2}}, you can get CP (the game's form of EXP) from finding fragments throughout every area, which are obtained by completing sidequests or main missions.
* ''VideoGame/FireEmblem'' series:
** Staff users gain EXP whenever they use a staff. Similarly, in ''[[VideoGame/FireEmblemTellius Fire Emblem: Radiant Dawn]]'', [[MysticalWaif Micaiah]] gains experience whenever she uses her "Sacrifice" skill.
** Because of the unique mechanics of ''[[VideoGame/FireEmblemJugdral Fire Emblem: Genealogy of the Holy War]]'', each unit has a separate amount of currency, and characters will not give money to others. However, thief units (Dew and Patty or her replacement) can, and they gain EXP for giving their money to another unit.
** In both ''[[VideoGame/FireEmblemTellius Tellius]] games, Bonus EXP is awarded for completing maps, doing so quickly, leaving certain units alive, and other tasks, which can be given to different units to build them up.
* In ''VideoGame/KingsQuestMaskOfEternity'', you gain experience for solving puzzles, apart from killing enemies.
* The ''VideoGame/MassEffect'' series, despite relying ''heavily'' on combat, did away with XP-for-kills starting with part two, instead handing it out for quests and some item pickups. Even ''VideoGame/MassEffect1'', some XP was gained upon unlocking each Codex entry, i.e. from simple exploration and interacting with the environment.
* In ''VideoGame/{{Minecraft}}'', since the Release Version 1.3 [[note]]To be specific, it started in pre-release version 12w22a. 1.3 has not yet been released, but it is assumed that this will be included in it.[[/note]] you can gain experience from mining certain elements, smelting some minerals, and other stuff as well.
* In addition to Quest EXP, ''VideoGame/NeverwinterNights'' and its sequels include a few instances of xp beyond combat. Some conversations have bonus xp nestled in them for "roleplaying" options, there are times where ''avoiding'' the combat encounter will grant as much or more xp than fighting through it (if you're over-leveled for the fight). In Neverwinter Nights 2, a later expansion even gave xp for opening locks and disabling traps.
* ''VideoGame/PlanescapeTorment'' became a cult classic largely because of this trope. Whereas most CRPG at the time were heavily into hack'n'slash, Torment gave the best rewards (including experience) for dialog-based solutions to problems.
* ''VideoGame/RebelStar : Tactical Command'': Using the Medic and Psionics (non combat and more in mind screw) commands grant exp.
* In ''VideoGame/StarOceanTheLastHope, finishing mini quests gives you exp and the skill points to acquire skills. Also you get that by farming and or mining items at certain spots (the only way to finish some of said quests as well as getting certain crafting materials).
* VideoGame/{{Xenoblade}} awards the player EXP for simply exploring the world map, by discovering landmarks and hidden areas. It also awards EXP for successfully completing sidequests and completing key points (called "Chapters") in the game's story. Being that it's easily over 80 hours in length (up to 100, or more, including sidequests) [[AntiGrinding it's not hard to see why that is.]]
* ''VideoGame/ValkyrieProfile'' has Event Experience, which is received at the ends of dungeons and after triggering events while exploring dungeons. It's usually pretty meager in comparison with the experience you get from killing all the stuff in the dungeons, but has the advantage of being able to be divided as you wish among your characters, allowing you to stockpile it and level up weak characters who'd have a difficult time surviving combat.
* In ''VideoGame/KingdomHeartsII'', all the Drive Forms acquire experience and level up in different ways, and only two of them level up for defeating any type of enemy.
* ''VideoGame/KingdomHeartsBirthBySleep'' has the EXP Walker ability, giving you Exp just for walking around.
[[AC:{{MMORPG}}s]]
* ''VideoGame/GuildWars2'' gives experience for almost everything, from harvesting materials in the world, to crafting to exploration.
* ''VideoGame/{{Mabinogi}}'' has lots of ways to get XP from crafting and other non-combat activities.
** The two skills for [[ItemCrafting crafting finished adventuring gear]] (Tailoring and Blacksmithing) give some of the easiest XP in the game, especially if you take part-time jobs or process your own raw materials.
** Additionally, the Merchant Destiny give you more than double XP for crafting stuff for as long as you keep it.
** There is also Exploration XP, which is basically an entire second XP-and-level system, fueled entirely by [[MetalDetectorPuzzle tracking down Irian artifacts with an L-rod]] (an example of Type B Non-Combat EXP).
** Mabinogi is one of the few combat-oriented games where you can make a respectable character who never fights.
* ''VideoGame/TricksterOnline'' gives the player experience from various activities, namely drilling and playing cards.
* ''VideoGame/WorldOfWarcraft'' gives experience the first time a significant landmark is visited.
[[AC:TabletopRPG]]
* ''TabletopGame/DungeonsAndDragons'' has various rules for GM's to give out EXP for completing tasks outside of combat, such as talking one's way out of a fight or for superb roleplaying.
* ''TabletopGame/{{FATAL}}'' manages to use this trope to limit the poor, deformed, psychotic pc's that get created. Each class has a specific action that grants it EXP. No more needs to be stated.
* Iron Crown Enterprises' games (''{{TabletopGame/Rolemaster}}'', ''Space Master'', ''Cyberspace'', etc.) often gave experience points for non-combat actions, such as coming up with useful ideas, performing movement maneuvers (e.g. running), traveling (5 xp per kilometer), using spells or psionic powers, performing research and building or repairing items.
* ''TabletopGame/TeenagersFromOuterSpace'' works on a voting method: the other players at a session make secret votes to decide if a player gets 1, 2 or 3 XP. The average is rewarded.
* The ''TabletopGame/WorldOfDarkness'' series, being a storytelling system, mainly grants EXP through non-combat means. One point for showing up, one point if the character learned something, and so on. EXP can be gained through combat, though it's not the primary method.
[[AC:Webcomics]]
* Spoofed in ''Webcomic/CultureShock'' in [[http://www.drunkduck.com/Culture_Shock/4797330/ this strip]] - You can get EXP for quite literally anything - kicking trash cans, beating up {{nerd}}s, popping bubble wrap, opening bags of chips, and using the restroom, among others.
* Discussed by the [[LightIsNotGood Light Warriors]] in ''Webcomic/EightBitTheater'' - Apparently, [[http://www.nuklearpower.com/2002/08/02/episode-180-headin-to-pravoka/ sidequests are the primary source]] of an adventurer's EXP gain, and are what separates noble adventurers from roaming bands of thugs.
* Webcomic/{{Goblins}} features one conversation between two city guards in Brassmoon City about a time when a DM granted someone roleplaying xp for taking a dump. This granted him just enough xp to level up. Needless to say, things got [[{{Pun}} crappy]] real fast.
* In ''Webcomic/OrderOfTheStick'', the first time the Order levels up on-screen, Belkar, their [[HeroicComedicSociopath psychotic evil halfling ranger]], was a mere handful of xp shy from leveling up with everyone else. When killing rats proved to not grant xp and party kills were banned from him, he resorted to pulling out a [[AssPull sob story]] for roleplaying xp.
* In ''DarthsAndDroids'', Jim is actually surprised that XP can be gained from roleplaying, rather than just fighting.
!! Type B - EXP applies only to a particular skill or attribute.
[[AC:VideoGames]]
* ''VideoGame/TheElderScrolls'' series uses a levelling system which gives the player experience for doing a given task (so you level up in sneak if you sneak, destruction magic for killing things with magic and so on) and awards levels (with respective stat increases, as well as perks in ''VideoGame/{{Skyrim}}'') every 10 ranks (so you could become quite high level by doing nothing but sneaking, smithing and [[TalkingTheMonsterToDeath learning to talk really well]]).
* ''VideoGame/HarvestMoon: Friends of Mineral Town'' (and more friends of mineral town): You get experience on using the tools by using the tools.
* In ''VideoGame/{{Quest 64}}'', while you gain HP, MP, and defense by performing tasks in battle, you gain agility by walking. Including running around in circles for hours.
*{{Recettear}}: You get Merchant Exp by haggling in your shop. Vending Machines do not count.
[[AC:{{MMORPG}}s]]
* The videogame franchise ''VideoGame/{{Ultima}}'' utilizes this mechanic in its games. Instead of a class or level system, the core mechanics are an attribute system and a skill system. Players gain more powerful at their skills by using them repeatedly. ''VideoGame/UltimaOnline', the MMORPG version, is probably the most popular game in the franchise.
!! Mixed Type - Contains both Type A and Type B variants
[[AC:{{MMORPG}}s]]
* PerfectWorld: When obtaining materials and crafting you get a small dose of experience. Obtaining materials affects one's overall level (Type A), while crafting only affects one's crafting ability (Type B)