Here’s the proposed system:
Characters no longer receive XP points or Inspiration Points
in the standard fashion.
At the start of a level, you receive a number of “Persona
Points” equal to the level (so 1 at first level, 19 at 19th). When
you gain a new level, left over Persona Points are lost. You can spend Persona
points like Inspiration Points. When you spend a Persona Point, you gain an Experience
Point.
At the start of a session, each player (sans the GM) puts a
fate token into a Fate Point pool. At any point in the session, you can take a
point from the Fate Pool and use it like an Inspiration Point. Players can spend
multiple Fate Points. Whenever a fate point is spent, all the other players
(not including the player using the point) gain an Experience Point. You then
pass the GM the Fate Point, and he can use it like an Inspiration Point for a
villain or monster.
At the GM’s discretion – like a climactic battle or negotiation—the
Fate Pool can be refilled, but it can never have more Fate points than there
are players at the table (not characters in play, but actual players).
Players should record their XP on their character sheet and
can note when they will gain levels using the following table:
Level
|
XP needed
|
1
|
0
|
2
|
5
|
3
|
11
|
4
|
22
|
5
|
40
|
6
|
57
|
7
|
75
|
8
|
94
|
9
|
120
|
10
|
145
|
11
|
171
|
12
|
198
|
13
|
232
|
14
|
265
|
15
|
299
|
16
|
334
|
17
|
374
|
18
|
415
|
19
|
457
|
20
|
500
|
Rationale:
A good experience system is vital to an RPG’s success. The
most successful XP system is the one devised by Gary Gygax: you gain XP after
defeating foes or challenges (or collecting treasure) and then level up on a
chart. It is simple and effective. It encourages a kind of greed on the part of
the player and provides an almost Pavlovian commitment to gaining levels.
As RPGs developed, new XP systems arose: BRPs use-of-skills
system, which reached its apotheosis in Burning Wheel. The small points that
you spend, common in games like Shadowrun or World of Darkness. Savage Worlds
uses a similar small points, combined with an implied level chart (in fact, I
think if Savage Worlds simply had a level table, it would be even more
popular). The Cypher System rewards players for discovery, and for
participating in the game well. The GM gives XP in game, and XP is a commodity
that can be spent in game or saved for improvement.
Even more abstract, many gamers have discarded the awarding
of XP for a “you level when needed” approach. I’ve been experimenting with this
system over the last year. I made no major announcement to the players, it just
occurred slowly as I forgot to award XP. I think this level of abstract leveling
is interesting, as it allows the GM to control the challenge of the plot, and I
suspect it occurred because the use of abstract level is a symptoms of a disconnection
between plot and development of character.
The major problem of all editions of D&D
is a tendency to grind combat. This is most prominent in post-3e D&D. Paizo’s
well-plotted Adventure Paths are great, but I think they suffer from the “grind”
problem: in order to level the characters to match the plot, they have to
engage in long, sometimes meaningless combats (the second adventure of the Age
of Worms 3.5e Adventure Path is a textbook example).
As the post-3e era developed, the designers incorporated
quest XP and skill challenges as a way to legitimate non-combat XP sources and
allow the game to level faster. But the problem was they never gave enough XP
to make them the center of the system, unless the GM modified the XP tables,
which I did throughout 3rd and 4th edition.
However, there’s another dimension of D&D XP to be
considered: it usually awards characters for doing things, but in all the
small-point systems, or the “use-based” models, the player is one who’s
rewarded. XP is for the player to spend, game, engineer and seek. In D&D,
you only seek it as a contribution of the game – some players fixate on it—but
you don’t participate in it. Games like Burning Wheel or Numenera actively have
players giving away XP to other players, either at the end of a session or in
play.
Likewise, the inspiration points of D&D (and the earlier
non-D&D ideas of Willpower, Fate Points, Hero Points, Bennies, or Artha)
are attempts to mitigate the problems of arbitrary dice and character-to-plot
connections. They are a resource players draw on, but do not necessarily
control, because the GM gatekeeps it. I’m bad at remembering to give out such
points, because my GM style is either bad or ossified. But I think that the
solution isn’t to give the GM more at-the-table work, I think the solution is
to make the Players or the system itself the gatekeepers of XP.
So, we reorient the
Inspiration Point system to be a static source and then we reward players for
playing the game. It doesn’t matter what they’re doing with the points –
fighting, sneaking, politicking, child-rearing, animal-taming, bird-watching—it
only matter that they care enough about success or failure to use the points.
But the points can also be tied to the social contract of
the table. So, persona points reward the player who uses them, but the fate
points can be more eloquent: you draw from a common pool, reducing your party’s
resources and empowering the GM, but you give everyone else XP. This means you
want to spend the pool!
I’m going to pitch this to my D&D group and see if it
works…Here’s a breakdown of the XP table. I’m assuming a 3-4 hour session. If
you play longer sessions, maybe refresh the pool after that time has elapsed or
a logical break point in your routine.
Level
|
Sessions
|
Fate
|
Persona
|
XP Needed
|
Total XP
|
1
|
0
|
0
|
0
|
0
|
0
|
2
|
1
|
4
|
1
|
5
|
5
|
3
|
1
|
4
|
2
|
6
|
11
|
4
|
2
|
8
|
3
|
11
|
22
|
5
|
3.5
|
14
|
4
|
18
|
40
|
6
|
3
|
12
|
5
|
17
|
57
|
7
|
3
|
12
|
6
|
18
|
75
|
8
|
3
|
12
|
7
|
19
|
94
|
9
|
4.5
|
18
|
8
|
26
|
120
|
10
|
4
|
16
|
9
|
25
|
145
|
11
|
4
|
16
|
10
|
26
|
171
|
12
|
4
|
16
|
11
|
27
|
198
|
13
|
5.5
|
22
|
12
|
34
|
232
|
14
|
5
|
20
|
13
|
33
|
265
|
15
|
5
|
20
|
14
|
34
|
299
|
16
|
5
|
20
|
15
|
35
|
334
|
17
|
6
|
24
|
16
|
40
|
374
|
18
|
6
|
24
|
17
|
41
|
415
|
19
|
6
|
24
|
18
|
42
|
457
|
20
|
6
|
24
|
19
|
43
|
500
|