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General Tabletop Discussion
D&D Older Editions
How/How Often Did you award XP in 1E AD&D?
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<blockquote data-quote="Bacon Bits" data-source="post: 8171055" data-attributes="member: 6777737"><p>I should clarify that we handed out the XP at the end of each session, but it never did anything until we completed the adventure and got back to town to "train" (though we rarely actually made people find trainers). You were capped at 50% of the way through the next level; if you earned more XP than that without leveling up it was lost. We rarely leveled up during an adventure, with the exception of reaching level 2 because your survivability was so bad at level 1.</p><p></p><p>Although when you had enough XP the player would ask to level up at the end of every session. Kind of annoying, but people want to level up!</p><p></p><p></p><p></p><p>That mostly matches us. We eventually had an unspoken rule that players could not hide loot from the other players (unless there was a curse of some kind at work). The game got too competitive or selfish if you don't do that. Someone will play a thief, find a bunch of loot, and then not tell the party about it or keep some for themselves and then expect a "fair share" of the rest of the loot. Then the thief player has the gall to be upset when the other players kill their character when they inevitably discover the stolen loot. It's a bad play pattern all around, but that was middle school and high school D&D.</p><p></p><p></p><p></p><p>Hm, this is interesting. When we got magic items, even if we sold them we only got the XP value from the magic item itself. We didn't have to keep the item in order to get the XP for it. I think this is because some of the DMs liked to give out powerful items and didn't want us to jump a huge amount of XP like that.</p><p></p><p>Also, except for the class-based rewards (which I think came from 2e) we didn't really do individual XP rewards. Again, we tried it for awhile but found that either DMs would favor one player or one player would get luckier with last hits or one player would get really far ahead of everyone else. It made the game feel too competitive, again. Some of the players like that, but the guy who was usually the DM hated it and always gave out shared XP. When I DMed, which wasn't often then, I didn't like tracking who killed what or who did what. It just seemed so arbitrary and like too much bookkeeping.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8171055, member: 6777737"] I should clarify that we handed out the XP at the end of each session, but it never did anything until we completed the adventure and got back to town to "train" (though we rarely actually made people find trainers). You were capped at 50% of the way through the next level; if you earned more XP than that without leveling up it was lost. We rarely leveled up during an adventure, with the exception of reaching level 2 because your survivability was so bad at level 1. Although when you had enough XP the player would ask to level up at the end of every session. Kind of annoying, but people want to level up! That mostly matches us. We eventually had an unspoken rule that players could not hide loot from the other players (unless there was a curse of some kind at work). The game got too competitive or selfish if you don't do that. Someone will play a thief, find a bunch of loot, and then not tell the party about it or keep some for themselves and then expect a "fair share" of the rest of the loot. Then the thief player has the gall to be upset when the other players kill their character when they inevitably discover the stolen loot. It's a bad play pattern all around, but that was middle school and high school D&D. Hm, this is interesting. When we got magic items, even if we sold them we only got the XP value from the magic item itself. We didn't have to keep the item in order to get the XP for it. I think this is because some of the DMs liked to give out powerful items and didn't want us to jump a huge amount of XP like that. Also, except for the class-based rewards (which I think came from 2e) we didn't really do individual XP rewards. Again, we tried it for awhile but found that either DMs would favor one player or one player would get luckier with last hits or one player would get really far ahead of everyone else. It made the game feel too competitive, again. Some of the players like that, but the guy who was usually the DM hated it and always gave out shared XP. When I DMed, which wasn't often then, I didn't like tracking who killed what or who did what. It just seemed so arbitrary and like too much bookkeeping. [/QUOTE]
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How/How Often Did you award XP in 1E AD&D?
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