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How best to calculate experience gain in RPGs?
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Joey Nipps
Orcan High Command
Orcan High Command




Joined: 03 Jan 2002
Posts: 849
Location: Outer Space
   

This is a topic I ponder after playing virtually every CRPG that has a "different" system for awarding experience - so let's see what some of you players think.

What is the "ideal" system for awarding experience in a CRPG in your opinion? One that works well if you play the rpg solo but also works well if you have followers helping you out (like in Arcanum).

For instance, in Arcanum the system awards experience based upon how much damage you do to an enemy - but this leads to inconsistancies between a "strong damage dealing" character and a character who is using his followers a lot (as an example).

Thoughts?

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Post Sun Mar 17, 2002 1:33 pm
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Val
Risen From Ashes
Risen From Ashes




Joined: 18 Feb 2002
Posts: 14724
Location: Utah, USA
   

I prefer having the experience distributed evenly over the whole party. That way all of your characters will rise equally and you can build a more balanced party of followers.
On the other hand, if I'm going solo I personally prefer a system where your stats improve through usage (Ex. Quest for Glory Series). Your single character can develop more quickly that way. Just my 2 cents.

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Post Sun Mar 17, 2002 2:59 pm
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Danicek
The Old One
The Old One




Joined: 15 Dec 2001
Posts: 5922
Location: Czech Republic
   

I would like to try this system:
whole party gains exp. points and you can distribute them to members as you wish.
However I never met this system and I really would like to try it.

To your question:
I do not like systems that are based on "number of kills" or "damage made" - that is worst part of great game Arcanum.

Maybe best is when every member gets equal points.
Post Sun Mar 17, 2002 3:08 pm
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EverythingXen
Arch-villain
Arch-villain




Joined: 01 Feb 2002
Posts: 4342
   

The old 'Phantasy' series had something called 'shares'. When you entered town you got to say how many shares of experience every character got. So if you got 6000 experience, and you had 6 characters, each would get 1000.

But you could change that. Say you gave Bob the Fighter 3 shares... the 6000 is divided by 9 now, and each share is worth 667 xp. Bob gets 2000.

I prefer to divide the experience equally among all characters. Ideally they're each contributing something to every situation. Even if it's just the mage throwing darts because he's out of spells... he's there, he's trying... he gets his share. The fighter doesn't deserve more because he's doing better than the mage in that situation... that's what HE contributes to the party.


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Post Sun Mar 17, 2002 3:48 pm
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Danicek
The Old One
The Old One




Joined: 15 Dec 2001
Posts: 5922
Location: Czech Republic
   

I also like very much when characters gain exp. points with using their abilities...
Post Sun Mar 17, 2002 3:53 pm
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EverythingXen
Arch-villain
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Joined: 01 Feb 2002
Posts: 4342
   

Hmmm... no, that gives a supreme advantage to 'skill based' characters. A classic thief, for example, may have hide, lockpicking, disarm trap, find trap, and backstab. The fighter... is good with weapons.

If you gave the thief and only the thief experience for picking locks, disarming traps, sneaking around, and stealing stuff... then the thief would quickly outstrip the rest of the party in experience.

Unless you gave the figher extra experience for using his skills... hacking down monsters. Which leads to the xp per hit and kill system.

Admittedly, I'm thinking party based experience gain or pen and paper roleplaying. Single player experience for skills works fine. So does skill improvement by use.

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Post Sun Mar 17, 2002 3:59 pm
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