Experience Awarding made easy

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Natasha
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Unread post by Natasha »

Sounds like fun :ok:

If you go to Palladium Books' website I think there is an experience log PDF you can download from the cutting room floor.

I just put the PC's name at the top of a column and scribble in the number of XP at the time and add it up. Sometimes I put a little code next to each entry; the code translates into why this PC earned the xp.
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Unread post by sasha »

Yep, columns with PC name at the top :ok:
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Unread post by Killer Cyborg »

Definitely make notes of it as it happens.
Then, at the end, ask each player if they think they did each thing off the XP list and (if you agree with their assessment), make sure you gave them the points.

Palladium has (IIRC) official XP tally sheets that I've used that are pretty darned handy. Just a checklist for each player, so you can make a mark under each xp award for each time the player fulfills the requirement.
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Unread post by wolfsgrin »

I use multicolored stones and a cheat sheet, so i can reward them on the spot.
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Natasha
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Natasha wrote:If you go to Palladium Books' website I think there is an experience log PDF you can download from the cutting room floor.

http://www.palladium-megaverse.com/cutt ... ial/Rifts/
Experience Log front and back PDFs.
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Unread post by drewkitty ~..~ »

for on-line use
50 exp for the first (pc)ed up/in char
100-300 for being involved in the game, RPing with the other chars
20 exp for just showing up
100-300 for combat
skill usage depends on the situation, but mostly falls under being involved in the game.
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Unread post by Warwolf »

wolfsgrin wrote:I use multicolored stones and a cheat sheet, so i can reward them on the spot.


This is a system I want to adopt, though the version I'm going for uses poker chips. It's a good "instant gratification" strategy to offer the players a semi-tangible award as soon as they complete a worthwhile task.

Yay for behavior modification research and token economies. :D
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Unread post by Natasha »

I can't think of any way other than already covered.

At least not one that'd be easier or better..
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Unread post by CyCo »

Warwolf wrote:
wolfsgrin wrote:I use multicolored stones and a cheat sheet, so i can reward them on the spot.


This is a system I want to adopt, though the version I'm going for uses poker chips. It's a good "instant gratification" strategy to offer the players a semi-tangible award as soon as they complete a worthwhile task.

Yay for behavior modification research and token economies. :D


The original Deadlands rpg used poker chips like that to great advantage. Not expressly as XP, but you could also 'chip'em in' for bonus dice for dice rolls on skills, damage, etc.

Worked really well in that system.

8]
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Unread post by Dog_O_War »

CyCo wrote:The original Deadlands rpg used poker chips like that to great advantage. Not expressly as XP, but you could also 'chip'em in' for bonus dice for dice rolls on skills, damage, etc.

Worked really well in that system.

8]


What is this "Deadlands" rpg, and how does it work?
Also, what is the "chips" system? You must elaborate - I am interested.
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Unread post by wolfsgrin »

CyCo wrote:
Warwolf wrote:
wolfsgrin wrote:I use multicolored stones and a cheat sheet, so i can reward them on the spot.


This is a system I want to adopt, though the version I'm going for uses poker chips. It's a good "instant gratification" strategy to offer the players a semi-tangible award as soon as they complete a worthwhile task.

Yay for behavior modification research and token economies. :D


The original Deadlands rpg used poker chips like that to great advantage. Not expressly as XP, but you could also 'chip'em in' for bonus dice for dice rolls on skills, damage, etc.

Worked really well in that system.

8]


eventually i'd like to use those to buy an extra die roll or re-roll or something to that extent. But it would take away from their exp total at the end of the session.
I also like to give big rewards for good roleplaying on the spot. This causes a little friendly competition for playing in character.
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Unread post by CyCo »

Dog_O_War wrote:
CyCo wrote:The original Deadlands rpg used poker chips like that to great advantage. Not expressly as XP, but you could also 'chip'em in' for bonus dice for dice rolls on skills, damage, etc.

Worked really well in that system.

8]


What is this "Deadlands" rpg, and how does it work?
Also, what is the "chips" system? You must elaborate - I am interested.


Basically, Deadlands is a game set in the Weird West. Think cowboys & 6 shooters, and mix in cthulhu-style horror, and mad scientists. That's the quick & dirty description of the setting.

Now, it's been forever since I played it, so from memory the system relied on what your stats and skill values were to determine what dice you rolled to perform a skill, or in combat. You were awarded experience points, as well as getting poker ships from the GM for good roleplaying, or an exceptional skill role, maybe for injecting appropiate humour, or coming up with great plan. And even following the plan too. Those are just some examples.

Additionally, there was a chip pot. Depending on how many exp you earned, depended on how many chips were in the pot. So everyones exp, and thus their contributions to the game, determined how many chips were in the pot. There is a base amount, plus or minus depending on said xp. Different poker chips had different values which would determine how much influence they could have on your dice rolls if you spent your chips.

If during play, you were awarded some chips for good play, you could spend them to increase your dice roll. Or you could save them, and then they'd add to your experience total at the end of the session. And you had the option of adding your bonus chips to the pot, which helps the entire party, not just yourself.

They also used a deck of cards to determine how many actions you have, or your iniative order.

I've probably made a mess of explaining the system, but it's a great game. I don't know if it's still published any more. 8[

There is a d20 version, which to me is a complete mockery of the original game.
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Unread post by Dog_O_War »

CyCo wrote:
Dog_O_War wrote:
CyCo wrote:The original Deadlands rpg used poker chips like that to great advantage. Not expressly as XP, but you could also 'chip'em in' for bonus dice for dice rolls on skills, damage, etc.

Worked really well in that system.

8]


What is this "Deadlands" rpg, and how does it work?
Also, what is the "chips" system? You must elaborate - I am interested.


Basically, Deadlands is a game set in the Weird West. Think cowboys & 6 shooters, and mix in cthulhu-style horror, and mad scientists. That's the quick & dirty description of the setting.

Actually, it's set in the old west of 1800's - wierd west is the title of the older incarnation.
Also, you forgot Wasted West, the post-apocalyptic version of the game, and quite possibly the best RPG I've ever encountered. There's a gritty game that involved guts and enginuity.

Now, it's been forever since I played it, so from memory the system relied on what your stats and skill values were to determine what dice you rolled to perform a skill, or in combat. You were awarded experience points, as well as getting poker ships from the GM for good roleplaying, or an exceptional skill role, maybe for injecting appropiate humour, or coming up with great plan. And even following the plan too. Those are just some examples.

You draw stats from a deck of playing cards - drawing 12 cards and discarding any two (can't discard jokers or deuces). These were placed on your stats (ten stats total), which determined the type of dice you'd roll for the relevant skill - within a particular stat were the skills themselves. You had a number to indicate how many dice you'd roll to use that skill, taking only the highest rolled number.
Also, the dice "exploded" - this means that if you rolled max on a die, you'd roll it again - as many times as required.
Chips were dished out at DM's discression ("I'm thirsty. white to the first person to get me a coke!") and for completing story arcs, as well as drawing certain cards (only the red was good for the players in the wasted west - one-eyed jacks and suicide kings, as well as the black joker were bad news).

Additionally, there was a chip pot. Depending on how many exp you earned, depended on how many chips were in the pot. So everyones exp, and thus their contributions to the game, determined how many chips were in the pot. There is a base amount, plus or minus depending on said xp. Different poker chips had different values which would determine how much influence they could have on your dice rolls if you spent your chips.

Actually, the chips were your exp. - you'd covert them into bounty points at certain intervals during the game. White was worth one bounty point, red two, blue three, and if you were lucky enough to get one, but stupid enough to convert it - legend chips were worth 4. You could also be awarded bounty points directly for various reasons (but most of us players would've rather had the chips!).
These chips were actually called "fate chips" - the game sorta ran like you were playing some bizzare game of poker against the devil; you'd use chips to "buy" your way out of bad situations. These chips also had additional powers, and even more powers depending on your achetype - like if you were a huckster or a templar you could spend a chip to do something FAR into the impossible.

If during play, you were awarded some chips for good play, you could spend them to increase your dice roll. Or you could save them, and then they'd add to your experience total at the end of the session. And you had the option of adding your bonus chips to the pot, which helps the entire party, not just yourself.

They also used a deck of cards to determine how many actions you have, or your iniative order.

I've probably made a mess of explaining the system, but it's a great game. I don't know if it's still published any more. 8[

There is a d20 version, which to me is a complete mockery of the original game.

Agreed - the d20 version is like...well it's like ripping the porche symbol of off a $300,000 car and then welding it to a ford Focus.

Incase you're wondering - I know all about Deadlands. Was the first PRG I ever played, and stands as the game with the single longest running campaign I've ever played in. Played the same character (well, actually I died - twice before bringing in another guy; his brother) for just over two years under Retired Juicer (he was our Marshal - that's the deadlands version of GM).

Why did I ask then? Just love to hear about that game is all, from an "outsiders' " perspective :)
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Unread post by LostOne »

Killer Cyborg wrote:Definitely make notes of it as it happens.
Then, at the end, ask each player if they think they did each thing off the XP list and (if you agree with their assessment), make sure you gave them the points.

That's basically what I do, only lazier.
Rather than calculating up _ XP for a major threat, _ XP for a minor threat, etc, I just give a blanket amount based on how much progress I thought they made storywise, how difficult the fights were, and how long the night went and how well they stayed on track (rather than devolving into a night of BS talk and joking than playing).
Then I ask each player to list what they think they did that deserves bonus XP and award it accordingly.
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Unread post by KillWatch »

I leave it to the players. I go through each item on my XP chart and they tell me what they did in the game to deserve the award. Usually they do sometimes they don't, But I get tod decide how much they get. Players are allowed and encouraged to help each other out for points

Ok Cleve but futile idea? Anyone?
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Unread post by Spinachcat »

I can't stand worrying about fiddly XP. I need 30,000 to the next level and we gotta take game time to note that I got 25 pts? What a waste of time. I would walk out of game where the GM was tallying XP.

More gaming! Less accounting!

Here's an option for you. Each game session is worth a base 250 / 500 / 1000 XP just for playing. Pick whatever works for the speed of advancement.

Then you have a pile of poker chips that you toss at players whenever they do something cool. Each chip is worth 50 (red) / 100 (white) / 250 (blue). Depending on how awesome the action, the bigger the chip.

At the end of the game, they know exactly what XP they earned and you get to throw chips at their heads!!

ALSO, you could have them use the chips to gain bonuses on a roll. Red is worth +1 / +5%, White is worth +2 / +10% and Red is worth +5 / +25% and they need to bet the chips before they roll. If you are really nice, you let them keep 1/2 the chips (round down) they bet if the roll is a failure.

Edit: SWEET! This was my 666th post!
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Unread post by Natasha »

Spinachcat wrote:More gaming! Less accounting!

I takes me more time to have a sip of tea than to keep a running tally of XP.

And, no, I didn't mean for that to rhyme hehe.
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Unread post by LostOne »

Spinachcat wrote:Then you have a pile of poker chips that you toss at players whenever they do something cool. Each chip is worth 50 (red) / 100 (white) / 250 (blue). Depending on how awesome the action, the bigger the chip.

Good idea. Just not for my group. My group would spend the nights trying to **** me off enough that I throw the entire bucket of poker chips at them out of pure frustration. :?

Plus I'd forget to hand out chips, it would probably slow down their advancement if I used this method.
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Unread post by KillWatch »

ok except that when one player gets 300-500 for a night and another gets 3000-5000 for superb roleplaying, then I don't think they mind. An my tables are a bit differen from palladiums. I award up to 100 pts for each of the items on the basic list. Sometimes more for spectacular cases. Roleplaying each character point such as motivation, history, nature, disposition, alignemnt, struggles with alignment, bad habits, trademarks, class/race, etc, anything that helps flesh the character out can get up to 500 points per.
The entire experiment may ultimately not work. But as Tiger Woods tears into the springbok, his mouth crimson with blood, he looks to have all the makings of a natural-born killer.
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Unread post by Dog_O_War »

Retired Juicer wrote:
I can't stand worrying about fiddly XP. I need 30,000 to the next level and we gotta take game time to note that I got 25 pts? What a waste of time. I would walk out of game where the GM was tallying XP.

More gaming! Less accounting!

Here's an option for you. Each game session is worth a base 250 / 500 / 1000 XP just for playing. Pick whatever works for the speed of advancement.

Then you have a pile of poker chips that you toss at players whenever they do something cool. Each chip is worth 50 (red) / 100 (white) / 250 (blue). Depending on how awesome the action, the bigger the chip.

At the end of the game, they know exactly what XP they earned and you get to throw chips at their heads!!

ALSO, you could have them use the chips to gain bonuses on a roll. Red is worth +1 / +5%, White is worth +2 / +10% and Red is worth +5 / +25% and they need to bet the chips before they roll. If you are really nice, you let them keep 1/2 the chips (round down) they bet if the roll is a failure.

Edit: SWEET! This was my 666th post!


I do that for a themed Heroes Unlimited Game. I use bennies from Savage Worlds instead of poker chips (their green and clear so thematically their implied to be mutation tokens or whatever).

Since starting the RIFTS game I found I had some great success with the xp sheet palladium puts out. But the game is still very fresh, we'll be having our second session this weekend (ideally).

This would be an awesome thing for D&D if not for the fact that the only official way to gain xp in D&D is by killing stuff.

EDIT: Excellent, now you must never post again under this profile and create another, so that you may reach the coveted 666th post mark again and further compound your list of awesome deeds.

Lies! The way you gain exp. in D&D is by defeating challenges! Traps have challenge ratings, so you can disable traps! Though it's still faster to just kill stuff.
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Unread post by KillWatch »

Lies that it was lies. It WAS true now it is not. I was just looking over the DMG because I was suddenly aware that the monsters no longer had XP values. Now they go by the differing CR . If you are too high a level you could wipe out a village of orcs and not get a point. Yes the game is still rewarding for mechanical deeds such as defeating traps or anything else with a CR, however this doesn't make sense since a 15th levelpalladin might have never come across a given trap and would be considered a new one. Oh well

They do give you the OPTION of giving out XP for RPing a whole whopping 50 points but it is also basically for showing up and breathing at the table

So again while it is better it has a bit to go before it gets good
The entire experiment may ultimately not work. But as Tiger Woods tears into the springbok, his mouth crimson with blood, he looks to have all the makings of a natural-born killer.
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Unread post by sasha »

It would seem that disarming traps is a new thing?

I think old days it was just killing stuff.

The good old days.
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