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[[folder: Films - Live Action]]
* Invoked in ''Film/FreeGuy''. Guy, an NPC who has recently gained sentience, is smitten with Millie's Molotov Girl avatar and wants to help [=Millie/Molotov=] find her game code stashed somewhere in ''Free City''. Since Guy's level is at a newcomer "1", Millie tells him to get to level 100, then they'll talk; Guy balks at doing any violent missions, so Millie suggests trying to be a "good guy". Guy becomes a viral sensation as he quickly levels up through do-gooding sidequests (like saving a little girl from being run over) and draws speculation that these actions actually earn more XP than the game's main ''[[VideoGame/GrandTheftAutoV GTA Online]]''-esque crime sprees and combat.
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* ''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.]]

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* ''VideoGame/{{Xenoblade}}'' ''VideoGame/XenobladeChronicles1'' 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.]]

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* ''VideoGame/SwordsAndSoulsNeverseen'': Almost all of your attribute points don't come from leveling up, but from training in minigames.



* Basic Roleplaying and 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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* Basic Roleplaying and 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 doing 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/DeadInVinland'' mostly [[StatGrinding trains individual stats]] for "innate" skills like Strength and Wisdom and "acquired" skills like Harvesting and Mining; characters gain XP for individual skills every time they're used. Individual skill XP feeds into general XP toward gaining levels; while combat also provides XP, most of the XP you earn will be noncombat.
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* ''VideoGame/DiscoElysium'' entirely relies on this, given that the game doesn't have any combat. The bulk of XP is gotten from completing quest objectives, while smaller amounts can be gotten from picking dialog options that give new information.

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* ''VideoGame/DiscoElysium'' entirely relies on this, given that the game since it doesn't have any combat. The bulk of XP is gotten from completing quest objectives, while smaller amounts can be gotten from picking dialog options that give new information.



* ''VideoGame/RingFitAdventure'', being an [[{{Exergaming}} exercise game]], ties XP to doing exercise in most capacities. Doing things like running through stages, breaking obstacles, playing minigames, and even the stretching done to warm up before playing all reward EXP. The player can even do exercise with the Ring-Con while the game's turned off, earning coins for squeezing and stretching it.

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* ''VideoGame/RingFitAdventure'', being an [[{{Exergaming}} exercise game]], ties XP EXP to doing exercise in most capacities. Doing things like running through stages, breaking obstacles, destroying/navigating around obstacles in your path, playing minigames, and even the stretching done to warm up before playing playing, all involve different forms of fitness and all reward EXP. The player can even do exercise with the Ring-Con while the game's turned off, earning coins the next time they play for squeezing and stretching it.
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* ''VideoGame/DiscoElysium'' entirely relies on this, given that the game doesn't have any combat. The bulk of XP is gotten from completing quest objectives, while smaller amounts can be gotten from picking dialog options that give new information.


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* ''VideoGame/RingFitAdventure'', being an [[{{Exergaming}} exercise game]], ties XP to doing exercise in most capacities. Doing things like running through stages, breaking obstacles, playing minigames, and even the stretching done to warm up before playing all reward EXP. The player can even do exercise with the Ring-Con while the game's turned off, earning coins for squeezing and stretching it.
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* ''TabletopGame/WarhammerFantasyRoleplay'' suggests awarding XP for overcoming challenges, roleplaying, and/or completing sections of the story, or simply granting it for every few hours of gameplay, rather than indicate specific XP awards for defeating any given enemy.
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* In ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'', characters gain experience points from advancing quests (both in the main quest line and {{Sidequest}}s and from exploring new map regions, as well as from killing enemies.

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* In ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'', characters gain experience points from advancing quests (both in (in both the main quest line and {{Sidequest}}s {{Sidequest}}s) and from exploring new map regions, as well as from killing enemies.

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** Both games (''Invisible War'' has no XP system) also award the ''vast'' majority of points simply for progressing in the story: it's certainly possible to max out all the skills a player is likely to actually want without doing anything optional.

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** Both ''VideoGame/DeusExMankindDivided'' expands on ''Human Revolution's'' XP system, adding such things as XP for locating and using the correct passwords in computers[[note]]''HR's'' system effectively made passwords redundant for any computer the player could hack[[/note]] and "Points of Interest" that would award XP in addition to any exploration bonuses for investigating certain areas.
** All three
games (''Invisible War'' has no XP system) also award the ''vast'' majority of points simply for progressing in the story: it's certainly possible to max out all the skills a player is likely to actually want without doing anything optional.
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* In ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'', characters gain experience points from advancing quests (both in the main quest line and {{Sidequests}} and from exploring new map regions, as well as from killing enemies.

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* In ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'', characters gain experience points from advancing quests (both in the main quest line and {{Sidequests}} {{Sidequest}}s and from exploring new map regions, as well as from killing enemies.
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* In ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'', characters gain experience points from advancing quests (both in the main quest line and {{Sidequests}} and from exploring new map regions, as well as from killing enemies.
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* ''VideoGame/XenobladeChronicles2'' awards EXP from the same non-combat sources as its predecessor. However, rather than immediately going to the characters, this "Bonus EXP" is deposited to a reserve that the player may use to level them up when staying at an inn. This feature was later added to the [[VideoGameRemake Definitive Edition]] of the first game as an optional "Expert Mode".
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* ''TabletopGame/{{Ironsworn}}'':
** In the core rules, ''Ironsworn'' players mainly earn experience from fulfilling iron vows, the game's equivalence of quests. While iron vows may involve defeating opponents in combat, combat only indirectly contributes to experience by advancing a vow's progress track, and only if that combat results in defeating a major threat relating to the vow. In many cases, players are better off exploring alternatives to combat, as tangling with a random ash bear does little else but exhaust resources.
** Beyond iron vows, there are a handful of Assets that grant experience, but mostly in addition to forging bonds with other characters. The closest combat-related one, a Spirit-Bound ability, involves almost dying.
** ''Ironsworn Delve'' adds a "failure track" that acts similarly to other UsefulNotes/PoweredByTheApocalypse games, where players mark progress on a track after missing a roll, including missing combat rolls. This optional rule allows players to earn experience for ''failing'' to kill monsters.
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* ''TabletopGame/FlyingCircus'' awards XP for clearing Stress, which can be accrued both in and out of combat. This makes it equally viable to gain XP from shooting down enemies and enduring anxiety-inducing social conversations (as with the Survivor playbook).
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* The main source of experience points in ''VideoGame/{{Aground}}'' is not combat but ''mining'', which gives experience based on how tough the tile the player has mined. Other sources for experience include crafting, modifying and smelting items, building, harvesting, farming, chopping trees, fishing, pumping water and finishing quests.
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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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* 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}}'' ''VideoGame/{{Lunar}}'' series.
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** Staff users gain EXP whenever they use a staff, [[EarlyInstallmentWeirdness except]] in the original ''VideoGame/FireEmblemShadowDragonAndTheBladeOfLight'' and ''VideoGame/FireEmblemGaiden'' where they gain nothing upon healing. Similarly, in ''VideoGame/FireEmblemRadiantDawn'', Micaiah gains experience whenever she uses her "Sacrifice" skill.

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** Staff users gain EXP whenever they use a staff, [[EarlyInstallmentWeirdness except]] in the original ''VideoGame/FireEmblemShadowDragonAndTheBladeOfLight'' and ''VideoGame/FireEmblemGaiden'' where they [[NoExperiencePointsForMedic gain nothing upon healing.healing]]. Similarly, in ''VideoGame/FireEmblemRadiantDawn'', Micaiah gains experience whenever she uses her "Sacrifice" skill.

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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 punchline 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 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 punchline 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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** 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.

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** Staff users gain EXP whenever they use a staff. staff, [[EarlyInstallmentWeirdness except]] in the original ''VideoGame/FireEmblemShadowDragonAndTheBladeOfLight'' and ''VideoGame/FireEmblemGaiden'' where they gain nothing upon healing. Similarly, in ''[[VideoGame/FireEmblemTellius Fire Emblem: Radiant Dawn]]'', [[MysticalWaif Micaiah]] ''VideoGame/FireEmblemRadiantDawn'', Micaiah gains experience whenever she uses her "Sacrifice" skill.
** Because of the unique mechanics of ''[[VideoGame/FireEmblemJugdral Fire Emblem: Genealogy of the Holy War]]'', ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', 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, ''VideoGame/FireEmblemPathOfRadiance'' and ''VideoGame/FireEmblemRadiantDawn'', 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 ''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 ''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.



* In ''Webcomic/TheOrderOfTheStick'', 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.

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* In ''Webcomic/TheOrderOfTheStick'', the ''Webcomic/TheOrderOfTheStick'' is set in an RPGMechanicsVerse, so this comes up sometimes:
** The
first time the Order levels up on-screen, Belkar, their [[HeroicComedicSociopath psychotic evil halfling ranger]], was is a mere handful of XP shy from leveling up with everyone else. When killing rats proved proves to not grant XP and party kills were banned from him, are prohibited, he resorted resorts to pulling out a [[AssPull sob story]] melodramatic AssPull sob-story monologue for roleplaying XP.XP.
** PlayedForLaughs with Crystal, who, as Haley's ArchEnemy, is required to be at least as high-level as her, to avoid an anticlimactic VillainForgotToLevelGrind scenario. Cut to Crystal spontaneously gaining a level mid-card game and the other players [[LampshadeHanging grumbling]] about how they need to find their own nemeses.
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Duplicate example.



[[folder:Tabletop Games]]
* ''TabletopGame/TheOneRing'' has two types: Advancement Points are earned by performing well on skill rolls (e.g.: Stealth) and are spent on training in skills, while Experience Points are gained by progressing through the story and are spent on training in weapons proficiencies, {{Equipment Upgrade}}s, and unique personal abilities called "Virtues". It's possible to gain both without ever entering combat.
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* ''TabletopGame/TheOneRing'' includes two XP tracks, neither of which are dependent on combat:
** Advancement Points are gained by using Skills (which can involve anything from stealth to cookery) and are spent on increasing Skill scores.
** Experience Points are gained by advancing the story and are spent on training in weapon proficiencies, {{Equipment Upgrade}}s, and unique personal abilities called "Virtues".
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[[folder:Tabletop Games]]
* ''TabletopGame/TheOneRing'' has two types: Advancement Points are earned by performing well on skill rolls (e.g.: Stealth) and are spent on training in skills, while Experience Points are gained by progressing through the story and are spent on training in weapons proficiencies, {{Equipment Upgrade}}s, and unique personal abilities called "Virtues". It's possible to gain both without ever entering combat.
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** 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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** 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.Stamina. 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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* The ''VideoGame/{{Geneforge}}'' series grants XP for completing quests, disarming traps, picking locks, or using certain options in the DialogueTree system unlocked by the Leadership skill.
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* ''TabletopGame/DragonAge'' specifically mentions that any investment of resources into a given encounter should be compensated with EXP, whether that means losing Health and Mana in combat, or spending time and money negotiating through a political situation or exploring an unknown wilderness.
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* In ''VideoGame/StreetsOfRogue'', you earn XP for doing nearly anything, whether it be picking a lock, cracking a safe, or even completing a mission ''without'' killing.
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* Clearing a sidequest in ''VideoGame/RakenzarnFrontierStory'' nabs you some extra EXP towards your current Rune Class.



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