Re: When a thief holds something back...
Posted: Sat Nov 05, 2011 4:46 pm
Back in the early-mid 1980s we usually gave each player the "per HP" XP for the damage they did to the enemy, with the "set XP" going to either the one that delivered the killing blow or, if a different character did more than half the total damage to that creature, split between the two.
Thieves got XP for performing their thief functions in a meaningful way, rangers for tracking, etc in a meaningful way, and so on.
Spell-casters got a set XP per level of spell they cast, with additional XP for the damage (or healing) done by the spell. If the spell duplicated a thief function they got added XP as if they had done the action as a thief, a druid casting entangle got 1/5 of the "set" XP for the creatures who failed their saves and 1/10 for those who saved but were impeded for at least 1 round, and so on.
We also eliminated the "XP-for-treasure", and limited item XP to when the character had to figure out what the item was & how to make it work... no XP for picking up something off the ground and keeping it.
With added XP for role-playing and a general "encounter/adventure" XP total (which included some based on how much loot they got as a party, goals achieved, etc), and the PCs advanced pretty much as fast as if we had gone "BTB"... but the XP awards now made sense, rather than being arbitrary.
Linking this back to the subject of this thread... the thief would gain XP for successfully taking & hiding the stuff he is "keeping back from the party", but (like everyone else) he would get no specific XP for the value of the loot.
The genesis of this was watching characters (including thieves, but also including M/Us) hang back, not risking injury by engaging in combat, letting the others get hurt and die while they remained relatively safe, then sneak around and grab loot (hiding some) while the clerics healed the fighters... with those who did least and risked least thus getting more treasure/magic items, and thus more XP, than those who did most of the work.
Rather than meta-gaming the issue of treasure-XP, as Bargle, TRP, and Flambeaux, our XP was based strongly on what each character DID... hide out and do little, and you don't learn (or earn) much. Get involved and exercise your skills, defeating the enemy and helping the party, and you learn (and earn) more.
What a radical concept!
And no, this wasn't the "BTB AD&D" answer... the "BTB" answer is that each character gets treasure/magic for what they have in their possession after the end of the game (subject to the rules on spending, selling, etc). If some of this is hidden from the rest of the party, too bad.
Thieves got XP for performing their thief functions in a meaningful way, rangers for tracking, etc in a meaningful way, and so on.
Spell-casters got a set XP per level of spell they cast, with additional XP for the damage (or healing) done by the spell. If the spell duplicated a thief function they got added XP as if they had done the action as a thief, a druid casting entangle got 1/5 of the "set" XP for the creatures who failed their saves and 1/10 for those who saved but were impeded for at least 1 round, and so on.
We also eliminated the "XP-for-treasure", and limited item XP to when the character had to figure out what the item was & how to make it work... no XP for picking up something off the ground and keeping it.
With added XP for role-playing and a general "encounter/adventure" XP total (which included some based on how much loot they got as a party, goals achieved, etc), and the PCs advanced pretty much as fast as if we had gone "BTB"... but the XP awards now made sense, rather than being arbitrary.
Linking this back to the subject of this thread... the thief would gain XP for successfully taking & hiding the stuff he is "keeping back from the party", but (like everyone else) he would get no specific XP for the value of the loot.
The genesis of this was watching characters (including thieves, but also including M/Us) hang back, not risking injury by engaging in combat, letting the others get hurt and die while they remained relatively safe, then sneak around and grab loot (hiding some) while the clerics healed the fighters... with those who did least and risked least thus getting more treasure/magic items, and thus more XP, than those who did most of the work.
Rather than meta-gaming the issue of treasure-XP, as Bargle, TRP, and Flambeaux, our XP was based strongly on what each character DID... hide out and do little, and you don't learn (or earn) much. Get involved and exercise your skills, defeating the enemy and helping the party, and you learn (and earn) more.
What a radical concept!
And no, this wasn't the "BTB AD&D" answer... the "BTB" answer is that each character gets treasure/magic for what they have in their possession after the end of the game (subject to the rules on spending, selling, etc). If some of this is hidden from the rest of the party, too bad.