As it stands, the experience point system in the ODS doesn't tickle my fancy for three reasons:
You're not unusual in that, I think. However, it's not the prevailing taste either. Or least it hasn't been in the past. Maybe it is now. Either way, the fact is, some people like Experience Point systems and some don't. In a split like that it's not possible to please everyone. Personally, I'm a fan. I'll have explained why by the end.
The first reason is that it begs to be abused. In other words, people who are into leveling up will know that they have to make as many die rolls as possible. Make sure an important, and frequently used skill is as high as possible, because that's going to be your bread and butter for getting xp to level up in everything else.
Generally speaking, this is true, actually. Most XP systems have this attribute. Players tend to focus on doing those things that advance their Characters. It's a part of the spectrum of Player actions that falls under the rubric 'Min-Maxing' I think. Again, some Players specifically enjoy this aspect of the game. I do, too. Only not to the Nth Maximum Degree. But within reason. In fact, I enjoy Min-Maxing in real life, too. To a certain degree. We all do. For example, I want to improve my chances of surviving the perilous journey to work in the morning. I up my odds by wearing my seat belt. Sounds frivolous, if I put it that way, perhaps. Lets try another one. I want to up my chances of getting a good grade in school. I study hard and ace my exams. I maximized my chances by doing something to Max. I want to increase my chance of surviving a knife fight... Yup. I put on the old Kevlar body armor. Etc. All of these things are real life Min-Maxing that people do every day. I like to do it in the game world, too. But only within reason, and only to a certain degree. I'm not really a huge rules lawyer player who looks at every rule for the flaw, every bonus, and every advantage. But I do like to try to stack the odds in my favor, and if the odds look poor, I often back off and don't take the risk. Kind of like in real life. All of which is to say that in real life people will often behave in a similar way as Characters in an RPG. If you think you're going to need or want to fight a lot - you go and take Kung Fu, or Judo, or just get in fights a lot at your local pub. You build up your experience. In RPGs this building up is counted by points, so we can keep track of it. I'm ok with that. You try to maximize your chances of success. I think of it as part of "Smart Play". In fact it's one of my preferences.
The second reason is that when it comes down to it, it's luck based, because you only award xp for success. In reality, failure is just as educational, if not more. For those who care, it would be downright disheartening that they didn't level up because of a series of bad die rolls.
That's a good point. Very good. I agree. The Elthos ODS is biased towards Good Luck. Sort of. The reason it's 'sort of' is that you can, and in my opinion should, be trying to maximize your chances of success via "Smart Play". So it's not just raw luck 50/50 I win or lose. It's "Gosh, this situation is tricky... how can I use the terrain to get any advantage at all, and maximize my chance of success?" Do that and you have a better chance of beating the odds, and going up in levels. The Elthos ODS is designed to reward, you guessed it, "Smart Play".
On the other hand... I've been toying with the idea of balancing that out. I'm not going to do it, but it did occur to me that the experience system rewards Success... but does not penalize Failure. You don't lose experience when you fail. What if you did? Well, that would incentivize "Smart Play" all the more. And of course make for a whole lotta pissed off players. So no, we won't be doing that. But ... what about in the case of Fumbles? Hmm... ok ok! No, I won't do that either. I know, I know... you're already steaming from the ears that I even mentioned it! 🙂 But to be honest... such a thought did come to my mind recently. I decided against it for the obvious reasons.
The third reason is that it involves detailed book keeping. To be honest, I'm kind of envious about this. I would love someone to keep a chronicle of my game. I just don't want to do it myself. Also, if I'm not mistaken, the alignment tracker is merged with the experience tracker, and it's kind of fun to watch someone's alignment move, but once again, I would need to hire someone to keep track of it for me.
Yup. That is true. Detailed book keeping is indeed a drag. We all know it as GMs. It is probably the worst thing we have to do in this hobby. I used to do a heck of a lot more of it in the old days. Fortunately, I've kind of boiled off all the book keeping that I used to do and what's left are a few things, and none of them are all that hard to do. One is keeping tabs in Life and Mystic Points during combat. The other is Experience Gains. And for both of these I use those nice handy dandy print sheets on which we record the Life and Mystic Point losses - and on the other one the Experience Gains. It tracks Who performed the Action. What the Action was. What the Difficulty Level was. And what the Alignment Change was. Not that much.
Then again, I'm with you on not wanting to book keep during the game. I'm the GM. I've already done enough book keeping, and do plenty more during the game. So I opt for asking one of the players each game to be the Party Secretary and keep track for the group. We switch that around each week, or ask for a volunteer. For the effort I give a few Experience Points as "Party Scribe". I think that's fair, and it takes some of the load off of me. I'm ok with that. I think the Players have been, too. Getting some XP for your troubles seems fair enough to everyone. I usually give 5 XP, for the record.
Personally, I'm not that fond of experience systems; especially combat based systems. I would prefer a more common sense approach where a character can learn a skill if the opportunity presents itself, and time is spent to learn it. The same would apply to basic traits. As I age, I want my role-playing games to focus on story, while I want my board games to have tight, easy to follow rules.
My problem with that, and it's a pretty big problem, is that it's arbitrary. I've played with a lot of GMs. Not all of them are as great as others. Some of them wouldn't be quite there for me enough to provide the opportunities to learn the Skills I actually want. In the Elthos RPG I can go to the Guild and learn what I want. The GM doesn't have to come up with a time, place and NPC for me to interact with in order to offer me a chance to learn 'Rapier' or 'Gun Slinging'. That's what the Guild is there for. Or it's equivalent in whomever's world. Some Worlds won't have a Guild, or they'll name it something else. For me, as a Player, though, I prefer to learn what I want, when I want it (as long as the rules of the game allow it - ie, if it's not level or class restricted). To me that's more fair, and less arbitrary, and gives me a chance to build my own Character as I see fit. GM should not have control over that, except to say what the skill learning rules are in the beginning (ie - we don't have horses, so there is no Horsemanship skill in my world, for example).
I am also not too excited about character levels. Let's say I'm role-playing a cat burglar. I have sneak, lock picking, and pick pocket as my skills. I've been working my craft with some success for 5 years. I am a level 3 burglar, who does not engage in combat. Still, my STR is 3, which means that I have 9 HP, and I am 32% more likely to succeed in combat than a level 1 burglar.
Um... but your Cat Burlar doesn't have a 32% greater chance in combat because of his better Life Points than a Fighter. After all he will have a higher Attack Level based on his skill set. But yes, your 3rd Level Burglar would survive combat 32% longer than a 1st Level Burglar based on their Life Points, all else being equal. That's true. But I'm not sure what the conceptual problem with that is. You're Cat Burglar is more experienced, and is basically more competent at fighting because he's that much more competent than an 1st Level at everything, generally. To me, this abstraction works. I don't have a problem with it myself. But I accept that others do. Maybe it's because of the way that I define what Skills are and why people go up in Levels at them. I have it that you go up in Levels (in other words your chances of success increase) because your successful experiences improve your confidence... which in turn improves your competence. You simply are doing things you knew how to do before better. And better. As you go up in levels. That also works for me as an abstraction of how things work in reality. It's simple enough, yet tracks with what I observe in the real world. Or at least what I think I observe. Close enough for Government work, anyway. :)
Still, I get that character advancement is a big deal for some folks. In that case, the best system that I've seen so far belongs to GURPS, which is a point buy system. Your traits, skills, and abilities are bought with character points (CP).
I haven't really given GURPS much of a go. I should try it.
CPs are awarded kind of like this:
+1 for playing.
+1 for making progress toward your goal, or,
+2 for making great progress, or doing something else spectacular.
-1 for not playing in character.
Meh. Not my cup of tea. I don't care for systems that leave Character advancement, which is technical, to the GM's arbitrary decisions as to whether or not they think a Character has "made progress", or done something "spectacular". Yes that's all well and good if your GM favors you, but in those cases where it's not quite like that, you're at a disadvantage... or could be. I prefer not to give the GM that much power. The Players own their Characters and advancement should be fair. That's why I like the XP system. It's above board, there is no arbitrary decision making by the GM, and everyone has an equal shot at leveling. Also, taking someone's XP for not RPing is almost worse than taking it for Fumbling! 😛 Some people don't Roll Play well, but their Characters should still go up. I'm going to thumbs down on this one.
A system like this rewards people for playing in character, and for working toward their goal. It doesn't require much book keeping, and no one is going to be severely left behind in the race to get to the next level.
You can always reward Players for achievements in the ODS as well. You can simply assign experience for it. "Groknar the Barbarian
Rescued the fair maiden from the mean old Paladin and had his way with her! Extra Experience! Yay!"
Anyway, the fact is, no system will please everyone. That's a fact. I am kind of persuaded by my own arguments still, as well. But I'm curious to hear what you think of my counter points. And as usual, thanks for the debate. It's great. 🙂
Edited by user
2014-08-04T22:08:53Z
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Reason: Minor edit.