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* ''Franchise/TheElderScrolls''
** Through ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', the series uses a leveling system in which the player gains experience toward an increase in a certain skill by successfully using that skill. For example, if you sneak around, your Sneak skill will increase. If you brew potions, your Alchemy skill increase. If you strike enemies with a sword, your Blade/Long Blade/One-Handed skill will increase, etc. After 10 skill increases, you'll level up, at which point you can choose some of your Attributes (Strength, Intelligence, Endurance, etc.) to increase. Attributes which govern the skills you increased will receive multipliers based on the amount of times you increased those governed skills. (For example, increasing your Heavy Armor skill 5 times will give you a 5x multiplier on your Endurance skill). You don't have to increase Attributes that receive multipliers, but it is highly recommended in order to avoid EmptyLevels.
** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', the system is similar but has a few major changes. First, there are no longer Attributes. Increasing your skills 10 times still allows you to level up, but instead of increasing Attributes, you choose to add 10 points to your [[HitPoints Health]], [[{{Mana}} Magicka]], or Fatigue. Secondly, leveling up allows you to choose a Perk in one of the skill trees, with more Perks being unlocked the higher your level in that skill.

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* ''Franchise/TheElderScrolls''
''Franchise/TheElderScrolls''
** Through ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', the series uses a leveling system in which the player gains experience toward an increase in a certain skill by successfully using that skill. For example, if you sneak around, your Sneak skill will increase. If you brew potions, your Alchemy skill increase. If you strike enemies with a sword, your Blade/Long Blade/One-Handed skill will increase, etc. After 10 skill increases, you'll level up, at which point you can choose some of your Attributes (Strength, Intelligence, Endurance, etc.) to increase. Attributes which govern the skills you increased will receive multipliers based on the amount of times you increased those governed skills. (For example, increasing your Heavy Armor skill 5 times will give you a 5x multiplier on your Endurance skill). You don't have to increase Attributes that receive multipliers, but it is highly recommended in order to avoid EmptyLevels.
EmptyLevels.
** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', the system is similar but has a few major changes. First, there are no longer Attributes. Increasing your skills 10 times still allows you to level up, but instead of increasing Attributes, you choose to add 10 points to your [[HitPoints Health]], [[{{Mana}} Magicka]], or Fatigue. Secondly, leveling up allows you to choose a Perk in one of the skill trees, with more Perks being unlocked the higher your level in that skill.



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Oops, that goes to Rare Candy, wrong trope


* In ''VideoGame/GranblueFantasy'', characters can still gain EXP and level up outside of combat. You can "Upgrade" a character with weapons, angelic fodders, and special "Power-up" items such as macaroons, cakes, Valentine's Day chocolates, and spellbooks.
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* In ''VideoGame/GranblueFantasy'', characters can still gain EXP and level up outside of combat. You can "Upgrade" a character with weapons, angelic fodders, and special "Power-up" items such as macaroons, cakes, Valentine's Day chocolates, and spellbooks.
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* ''[[VideoGame/AstekaIITemploDelSol Tombs & Treasure]]'' boosts your level and health by completing tasks around Chichen Itza, due to the game using enemy encounters as {{Beef Gate}}s to keep you from exploring too far too early.
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** TabletopGame/DarkSun'' (World of Athas) campaign setting.

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** TabletopGame/DarkSun'' ''TabletopGame/DarkSun'' (World of Athas) campaign setting.

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* In ''TabletopGame/TheOneRing'' combat skills and all others have different "experience tracks". Non-combat skills are improved by succeeding at skill use. Combat skills are improved by achieving adventure goals, which may or may not involve actual combat.
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* In ''VideoGame/{{Miitopia}}'', the Miis can gain EXP points by ''playing the roulette''.

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Elder Scrolls cleanup


* ''Franchise/TheElderScrolls'' series uses a leveling 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/TheElderScrollsVSkyrim'') every 10 ranks (so you could become quite high level by doing nothing but sneaking, smithing and [[TalkingTheMonsterToDeath learning to talk really well]]).
** Though this often leads to people focusing on non-combat less in the early stages of the game in games such as ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and especially in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''. Enemies will scale with your level so if you do the various guild sidequests and others which focus less on combat skills before the main story line you can find yourself facing very high leveled enemies despite still having weak combat skills. This leads to what The Unofficial Elder Scroll Pages wiki calls "the leveling problem". You can read more about ''Morrowind'' and ''Oblivion'' [[http://en.uesp.net/wiki/Morrowind:Level here]] and [[http://en.uesp.net/wiki/Oblivion:Leveling here]].

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* ''Franchise/TheElderScrolls'' series uses a leveling 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/TheElderScrollsVSkyrim'') every 10 ranks (so you could become quite high level by doing nothing but sneaking, smithing and [[TalkingTheMonsterToDeath learning to talk really well]]).
''Franchise/TheElderScrolls''
** Though this often leads to people focusing on non-combat less in the early stages of the game in games such as ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and especially in Through ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''. Enemies Oblivion]]'', the series uses a leveling system in which the player gains experience toward an increase in a certain skill by successfully using that skill. For example, if you sneak around, your Sneak skill will scale increase. If you brew potions, your Alchemy skill increase. If you strike enemies with a sword, your Blade/Long Blade/One-Handed skill will increase, etc. After 10 skill increases, you'll level up, at which point you can choose some of your Attributes (Strength, Intelligence, Endurance, etc.) to increase. Attributes which govern the skills you increased will receive multipliers based on the amount of times you increased those governed skills. (For example, increasing your Heavy Armor skill 5 times will give you a 5x multiplier on your Endurance skill). You don't have to increase Attributes that receive multipliers, but it is highly recommended in order to avoid EmptyLevels.
** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', the system is similar but has a few major changes. First, there are no longer Attributes. Increasing your skills 10 times still allows you to level up, but instead of increasing Attributes, you choose to add 10 points to your [[HitPoints Health]], [[{{Mana}} Magicka]], or Fatigue. Secondly, leveling up allows you to choose a Perk in one of the skill trees, with more Perks being unlocked the higher
your level so if you do in that skill.
** A major reason for
the various guild sidequests and others which focus less on combat skills before the main story line you can find yourself facing very high leveled enemies despite still having weak combat skills. This leads to what The Unofficial Elder Scroll Pages wiki calls "the leveling problem". You can read more about ''Morrowind'' and system overhaul between ''Oblivion'' and ''Skyrim'' was ''Oblivion''[='s=] much reviled LevelScaling system. In ''Oblivion'', unless you take extreme precautions to be a full blown MinMaxing {{Munchkin}}, you can very quickly end up on the wrong side of the level scaling curve. Simply leveling up when you have the option is likely to result in an insignificant bonus to your abilities, but all the enemies still ''increase'' in strength. Your actual strength in combat is linked to abilities that aren't governed directly by your level, which is all the game cares about when determining the strength of the enemies it spawns. You see the problem? This is actually referred to as "The Leveling Problem" in ''Oblivion'', and you can read more about it [[http://en.uesp.net/wiki/Morrowind:Level here]] and [[http://en.uesp.net/wiki/Oblivion:Leveling here]]. (This is extant, but to a much less extreme degree, in ''Morrowind'' as it has very limited level scaling. Failure to level efficiently simply means it takes you longer to reach greater levels of power. It is also possible in ''Skyrim'' if you focus solely on increasing non-combat skills and their Perks.)
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* ''VideoGame/EtrianOdyssey'' awards EXP for reporting a completed mission or quest. ''Etrian Odyssey V: Beyond the Myth'' also has "Adventrer's Log" field events that will also grant EXP even if the event doesn't result in any combat.
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* ''VideoGame/ShinMegamiTenseiIV'' offers sources of EXP for tasks besides winning battles: successful demon talks, completing quests (both main quests and optional quests), and fusing new demons.

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* ''VideoGame/ShinMegamiTenseiIV'' offers sources of EXP for tasks besides winning battles: successful demon talks, completing quests (both main quests and optional quests), and fusing new demons. The EXP awarded for a successful quest is based on your current level, meaning that if you're at level 99 (e.g. on a NewGamePlus), it's possible to shoot a low-level demon up by ''tens'' of levels just by having them in your party when you complete a quest.
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** TabletopGame/DarkSun'' (World of Athas) campaign setting.
*** Fighters receive XP for constructing defenses and SiegeEngines.
*** Rangers get XP for using their thief abilities, making good use of followers and casting spells.
*** All wizards can gain XP for casting spells to overcome problems. Preserver wizards get them for successfully hiding the fact that they are wizards, while defilers obtain them for casting spells for a sorcerer-king.
*** Priests receive XP for casting spells and using their chosen element (earth, air, fire or water) creatively.
*** Rogues get XP for using a special thief ability successfully.
*** Templars obtain XP for carrying out their police/judicial functions (accusing, judging, and pardoning other people), as well as for furthering their sorcerer-king's goals.
*** Psionicists can gain extra XP for defeating problems and avoiding combat.
*** Dwarves get XP for pursuing their focus and for completing a major focus.
*** Elves receive XP for refusing a ride or magical transportation, testing their friendships with other beings and running (10 XP per mile).
*** Half-giants gain XP each time they shift alignment and for imitating a charismatic friend.
*** Halflings get XP for aiding other halflings and practicing another race's customs.
*** Muls (HalfHumanHybrids of humans and dwarves) get it for exerting themselves in heavy labor.
*** Thri-Kreen obtain XP for each kill (animal) they bring back for food.
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* The ''VideoGame/{{Fallout}}'' series awards 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}}'' series awards XP for doing non-combat related things, which may bypass combat altogether, such as lockpicking, hacking and persuasion. ''VideoGame/Fallout4'' also gives you small amounts of experience for crafting.
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** Though this often leads to people focusing on non-combat less in the early stages of the game in games such as ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]] and especially in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''. Enemies will scale with your level so if you do the various guild sidequests and others which focus less on combat skills before the main story line you can find yourself facing very high leveled enemies despite still having weak combat skills. This leads to what The Unofficial Elder Scroll Pages wiki calls "the leveling problem". You can read more about ''Morrowind'' and ''Oblivion'' [[http://en.uesp.net/wiki/Morrowind:Level here]] and [[http://en.uesp.net/wiki/Oblivion:Leveling here]].

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** Though this often leads to people focusing on non-combat less in the early stages of the game in games such as ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]] Morrowind]]'' and especially in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''. Enemies will scale with your level so if you do the various guild sidequests and others which focus less on combat skills before the main story line you can find yourself facing very high leveled enemies despite still having weak combat skills. This leads to what The Unofficial Elder Scroll Pages wiki calls "the leveling problem". You can read more about ''Morrowind'' and ''Oblivion'' [[http://en.uesp.net/wiki/Morrowind:Level here]] and [[http://en.uesp.net/wiki/Oblivion:Leveling here]].
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** Though this often leads to people focusing on non-combat less in the early stages of the game, especially in Oblivion. Enemies will scale with your level, so if you do the various guild sidequests and others which focus less on combat skills before the main story line, you can find yourself facing very high leveled enemies, despite still having weak combat skills.

to:

** Though this often leads to people focusing on non-combat less in the early stages of the game, game in games such as ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]] and especially in Oblivion. ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''. Enemies will scale with your level, level so if you do the various guild sidequests and others which focus less on combat skills before the main story line, line you can find yourself facing very high leveled enemies, enemies despite still having weak combat skills. This leads to what The Unofficial Elder Scroll Pages wiki calls "the leveling problem". You can read more about ''Morrowind'' and ''Oblivion'' [[http://en.uesp.net/wiki/Morrowind:Level here]] and [[http://en.uesp.net/wiki/Oblivion:Leveling here]].
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* ''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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* ''ValkyrieProfile'' ''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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* The video game franchise ''Franchise/{{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.

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* The video game franchise ''Franchise/{{Ultima}}'' ''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.

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[[AC: First-Person Shooters]]
* The ''VideoGame/{{Borderlands}}'' games reward experience for completing quests, which is often vital for keeping up with the level curve. The series also includes numerous achievement-like challenges, which can range from killing enemies to picking up money to finding secrets scattered throughout levels; the original game gave regular experience for these, but ''VideoGame/Borderlands2'' and on mixed things up by rewarding players with Badass Ranks, an account-wide progression system that let players upgrade fourteen different stats directly.



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* ''TricksterOnline'' gives the player experience from various activities, namely drilling and playing cards.

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* ''TricksterOnline'' ''VideoGame/TricksterOnline'' gives the player experience from various activities, namely drilling and playing cards.



* ''Franchise/{{Noob}}'' has shown experience points to be gained by exploration and completing quests. In the webseries, a semi-RunningGag has one of the characters try to level up on exploration alone [[spoiler:; while it didn't actually work, he still reached level 100 with the EXP gained by discovering a new place]]. The comic has short story in which he actually gains a level by exploring; the puchline reveals that it took about four months and hints that his teammates have been waiting for him to finish all that time.

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* ''Franchise/{{Noob}}'' has shown experience points to be gained by exploration and completing quests. In the webseries, a semi-RunningGag has one of the characters try to level up on exploration alone [[spoiler:; while it didn't actually work, he still reached level 100 with the EXP gained by discovering a new place]]. The comic has a short story in which he actually gains a level by exploring; the puchline punchline reveals that it took about four months and hints that his teammates have been waiting for him to finish all that time.



* ''Franchise/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/TheElderScrollsVSkyrim'') every 10 ranks (so you could become quite high level by doing nothing but sneaking, smithing and [[TalkingTheMonsterToDeath learning to talk really well]]).

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* ''Franchise/TheElderScrolls'' series uses a levelling leveling 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/TheElderScrollsVSkyrim'') every 10 ranks (so you could become quite high level by doing nothing but sneaking, smithing and [[TalkingTheMonsterToDeath learning to talk really well]]).



* ''{{Elona}}'': Using any skill exercises the skill and the skill's associated attribute, ''and'' gives you experience towards raising your level. And when you gain a level you get a few points [[PointBuildSystem you can spend to advance any skill you feel like]].

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* ''{{Elona}}'': ''VideoGame/{{Elona}}'': Using any skill exercises the skill and the skill's associated attribute, ''and'' gives you experience towards raising your level. And when you gain a level you get a few points [[PointBuildSystem you can spend to advance any skill you feel like]].
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* Games based on the Hero System (''{{Champions}}'', ''Danger International'') gave experience points for things like good role playing, how outnumbered the {{PC}}s were and how successful the adventure was. The {{PC}}s did not gain XP just for defeating opponents.

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* Games based on the Hero System (''{{Champions}}'', TabletopGame/HeroSystem (''TabletopGame/{{Champions}}'', ''Danger International'') gave experience points for things like good role playing, how outnumbered the {{PC}}s were and how successful the adventure was. The {{PC}}s did not gain XP just for defeating opponents.



* MutantsAndMasterminds is entirely divorced from combat experience instead awarding build points on a per game session basis which can be spent to acquire or improve any sort of power or ability you can think of.

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* MutantsAndMasterminds ''TabletopGame/MutantsAndMasterminds'' is entirely divorced from combat experience instead awarding build points on a per game session basis which can be spent to acquire or improve any sort of power or ability you can think of.
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* Besides the standard exp for battle victories, ''VideoGame/LunarTheSilverStar'' occasionally doles out exp for completing quests. This happens often at the beginning of the game, tapers off toward the middle, and is not found in any other game in the ''Franchise/{{Lunar}}'' series.
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* The ''Franchise/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.

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* The ''Franchise/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.pickups (''Mass Effect 3'' rewards you with bonus EXP when you pick up medigels when your medigel stock is already full--in effect, rewards you for fighting smarter, not harder). Even ''VideoGame/MassEffect1'', some XP was gained upon unlocking each Codex entry, i.e. from simple exploration and interacting with the environment.

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\n* ''VideoGame/SonicChronicles'' will give you a small EXP bonus for doing sidequests. This becomes handy on NewGamePlus, as the EXP from this doesn't diminish as your level increases.






* Basic Roleplaying and it's descendants (Call of Cthulhu and Runequest being the most famous) doesn't have experience points. Instead they have a system where you get a chance to increase a skill if you used it. Realistic in that you get better at doing stuff by actually doint it, unrealistic in the amount of increase a single use can get and unrealistic in that it causes player to use skills for little or no reason other than to increase it.

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* Basic Roleplaying and it's its descendants (Call of Cthulhu and Runequest being the most famous) doesn't have experience points. Instead they have a system where you get a chance to increase a skill if you used it. Realistic in that you get better at doing stuff by actually doint it, unrealistic in the amount of increase a single use can get and unrealistic in that it causes player to use skills for little or no reason other than to increase it.


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* ''VideoGame/RakenzarnTales'' gives you EXP for completing sidequests. However, an important part of the game is having Kyuu go and train with others, which increases his stats outside of leveling up and RareCandy usage.
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* ''VideoGame/HarvestMoon: Friends of Mineral Town'' (and more friends of mineral town): You get experience on using the tools by using the tools.

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* ''VideoGame/HarvestMoon: ''VideoGame/HarvestMoonFriendsOfMineralTown'' (and the DistaffCounterpart ''More Friends of Of Mineral Town'' (and more friends of mineral town): Town): You get experience on using the tools by using the tools.
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Oops, wrong category.


* The German tabletop RPG ''TabletopGame/{{Midgard}}'' explicitly splits XP into three categories depending on how they're acquired: combat, magic, and "general". This division informs what skills they can be invested in; combat XP in particular are good only for acquiring and raising combat and certain other primarily physical/athletic skills, which means that aside from the usual dangers to life and limb getting the lion's share of one's XP solely from fighting also risks stunting the character's development in other areas.

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* The German tabletop RPG ''TabletopGame/{{Midgard}}'' explicitly splits XP into three categories depending on how they're acquired: combat, magic, and "general". This division informs what skills they can be invested in; combat XP in particular are good only for acquiring and raising combat and certain other primarily physical/athletic skills, which means that aside from the usual dangers to life and limb getting the lion's share of one's XP solely from fighting also risks stunting the character's development in other areas.




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* The German tabletop RPG ''TabletopGame/{{Midgard}}'' explicitly splits XP into three categories depending on how they're acquired: combat, magic, and "general". This division informs what skills they can be invested in; combat XP in particular are good only for acquiring and raising combat and certain other primarily physical/athletic skills, which means that aside from the usual dangers to life and limb getting the lion's share of one's XP solely from fighting also risks stunting the character's development in other areas.
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to:

* The German tabletop RPG ''TabletopGame/{{Midgard}}'' explicitly splits XP into three categories depending on how they're acquired: combat, magic, and "general". This division informs what skills they can be invested in; combat XP in particular are good only for acquiring and raising combat and certain other primarily physical/athletic skills, which means that aside from the usual dangers to life and limb getting the lion's share of one's XP solely from fighting also risks stunting the character's development in other areas.
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\n* ''VideoGame/ShinMegamiTenseiIV'' offers sources of EXP for tasks besides winning battles: successful demon talks, completing quests (both main quests and optional quests), and fusing new demons.

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* In ''TabletopGame/ApocalypseWorld'' and games running on the same engine, e.g. ''TabletopGame/MonsterOfTheWeek'', your most common source of XP is botched skill rolls: the GM gets to do something nasty to your character, but you get an XP for it.

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* In ''TabletopGame/ApocalypseWorld'' and games running on most of its hacks, your most common source of XP is rolling for your "highlighted" stats (two of your stats selected at the same engine, e.g. start of each session by the player whose character has the highest RelationshipValues with you and by your GameMaster, respectively). You also gain an XP whenever your [[RelationshipValues Hx]] with another player rolls over (i.e. gets an increase when it's already +3, resetting to +1), or when a special move tells you to mark XP.
* The second edition of
''TabletopGame/MonsterOfTheWeek'', your most common source of based on ''Apocalypse World'', removed the Hx scores, so you instead mark an XP is botched for any skill rolls: roll that you botch: the GM gets to do something nasty to your character, but you get an XP for it.
it. You still get XP from special moves, and the entire party gets one or two at the end of every session if they achieve certain narrative goals.
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*''VideoGame/XenobladeChroniclesX'' expands on the original by also awarding EXP for launching data probes to mine resources in each area of Planet Mira.
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Namespaces


* ''{{Recettear}}'': You get Merchant Exp by haggling in your shop. Vending Machines do not count.

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* ''{{Recettear}}'': ''VideoGame/RecettearAnItemShopsTale'': You get Merchant Exp by haggling in your shop. Vending Machines do not count.
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* ''PlanetSide'' gives you a small amount of Combat Experience Points for completing tutorial missions. Using an [=ANT=] truck to recharge a base's generator will grant you [=BEP=]. Taking over an enemy base while commanding a squad will grant you Command Experience Points, regardless of whether you were actively engaging in combat or simply giving orders.

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* ''PlanetSide'' ''VideoGame/PlanetSide'' gives you a small amount of Combat Experience Points for completing tutorial missions. Using an [=ANT=] truck to recharge a base's generator will grant you [=BEP=]. Taking over an enemy base while commanding a squad will grant you Command Experience Points, regardless of whether you were actively engaging in combat or simply giving orders.

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