tag:blogger.com,1999:blog-6670029344758253148.post2219397500054574831..comments2024-02-16T22:05:32.773+02:00Comments on LotFP: RPG: My Campaign's Experience RulesJimLotFPhttp://www.blogger.com/profile/02992397707040836366noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-6670029344758253148.post-21259607916072676332008-06-18T20:04:00.000+03:002008-06-18T20:04:00.000+03:00I think its a good idea. I'm going to try it.I th...I think its a good idea. I'm going to try it.<BR/><BR/>I think something I'd include is that coin spent on permanent structures, such as fortifications or churches, should be included in XP-positive spending. While my players can drink, study and whore away the money for their own wellbeing, I see anything which develops the character in a framework as a positive thing.<BR/><BR/>Equipment bought for adventuring, however, I agree that it should get no XP. I can definitely, from a DM's point of view, see the value in that. Equipment purchases are not character building...and if they won't improve themselves for the sake of buying a new gadget, no XP.<BR/><BR/>Thank you Jim for the first decent, meaningful suggestion I've heard about XP in more than twenty years.Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-6670029344758253148.post-37722897949070617252008-06-17T00:47:00.000+03:002008-06-17T00:47:00.000+03:00I've been toying with an idea for swords and sorce...I've been toying with an idea for swords and sorcery flavored games--no clue whether this would actually work in practice, as it just sort of popped into my head the other day--of allowing players to either spend treasure by cashing it in for XP (the "training" rationale you address) or by purchasing bonuses equivalent to magical weapons. In other words, if a sword +1 costs X amount of gp, the player could simply burn that amount of gold (chalk it up to ale and whores) to earn a +1 bonus to his sword attacks from then on. Keeps the magical item bloat under control and works well in the genre.David Larkinshttps://www.blogger.com/profile/04133630988557116729noreply@blogger.comtag:blogger.com,1999:blog-6670029344758253148.post-41542750951648106502008-06-16T22:54:00.000+03:002008-06-16T22:54:00.000+03:00I was all getting ready to write a rebuttal to how...I was all getting ready to write a rebuttal to how you are handling things when I started reading this, but you've pretty much matched my plan, except I'm too lazy to try and split "necessary" expenses from "frivolity and training" expenses. I like you're system better, however, and I may give it a try.<BR/><BR/>- Briantrollsmythhttps://www.blogger.com/profile/01895349218958093151noreply@blogger.comtag:blogger.com,1999:blog-6670029344758253148.post-77135459272881323112008-06-16T20:31:00.000+03:002008-06-16T20:31:00.000+03:00I don't give experience for good role-playing for ...I don't give experience for good role-playing for a few reasons:<BR/><BR/>1- What is "good role-playing"? Is it deep characterization? Doing things that allow "cool things" to happen at the table? Playing your fighter like a fighter? There's a lot of ways to interpret the phrase "good role-playing" and I'm not going to be the guy to tell someone that their idea of good role-playing isn't mine so they don't get the bonus.<BR/><BR/>2- It unfairly impacts the players. A good number of role-players are shy, and penalizing them for not coming forward and being an outgoing player seems rude to me. Also, some players just might not *care* about that aspect of the game, so why force it? Those who want to do the deep role-playing thing will do it anyway. And last, English is going to be a second or even third language to most, if not all, of the players I'll have, and penalizing those who don't practice it as well as others (and therefore don't flaunt it like those others), is really unfair.<BR/><BR/>3- It's pure meta-gaming. At least the XP for treasure is an abstraction for the "doing stuff, so gets better with practice" thing. XP for role-playing isn't anything of the sort. Why would having a deep personality make a character better at what they do?JimLotFPhttps://www.blogger.com/profile/02992397707040836366noreply@blogger.comtag:blogger.com,1999:blog-6670029344758253148.post-44862920965026808092008-06-16T20:13:00.000+03:002008-06-16T20:13:00.000+03:00Forgive me if this is a bad question, but do you o...Forgive me if this is a bad question, but do you offer any XP for good roleplaying, or are you one who expects that as part of the game?<BR/><BR/>It irritates me that the newest edition removes this aspect completely because it might hurt players' feelings. Give me a freaking break.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6670029344758253148.post-54941497360546111762008-06-16T17:58:00.000+03:002008-06-16T17:58:00.000+03:00Any ideas how that would be done? There would have...Any ideas how that would be done? There would have to be benefits and penalties for each choice, and preferably in a way that doesn't force more bookkeeping. :PJimLotFPhttps://www.blogger.com/profile/02992397707040836366noreply@blogger.comtag:blogger.com,1999:blog-6670029344758253148.post-18754672577316196242008-06-16T17:52:00.000+03:002008-06-16T17:52:00.000+03:00Do you think there's anything to be gained by diff...Do you think there's anything to be gained by differentiating between gold spent on training and gold spent on carousing? Spending money on stuff or XP is an interesting choice to force upon players. Giving a choice between dropping the loot on fencing lessons or wenching sounds like another way to force a decision.Jeff Rientshttps://www.blogger.com/profile/17493878980535235896noreply@blogger.com