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How deadly is T20?

I give out experience for having experiences. That means if the chaarcters do stuff, study and maybe use skills, they get experience points.

Taking on some pirates, losing and fleeing is a learning experience. I'd award some points. I don't slavishly say so many point for success, so many bonus points for each bagged bad guy, etc.

I don't give out points for treasure.
 
I follow the T20 rules as written. The only time they ever mention XP for defeating opponents is for random encounters. I don't like the idea of XP per kill, because it encourages killing just for the points. And treasure is it's own reward. So I do it strictly by story award, and I give more points for decent roleplaying and less points for mindless violence. But that's just me. There is no right or wrong way to do it, as long as you're all having fun.

Chad
 
The key here is to award experience based on experience. How is pulling a trigger a learning experience?

One of the things that always bothered me about D&D, back when it was AD&D, was that the way you improve is to swing your sword and count your gold. There was nothing for interaction.
 
You know what they say, practice makes perfect. If someone is pulling a trigger, he is learning how to shoot at a moving target better, if he hits that target, that means he has learned something, if he kills that target, that means he has learned how to kill something. Now if someone misses, that means he hasn't learned much, if someone doesn't kill something, he doesn't learn how to kill it. I think experience can be earned for treasure if part of the goal of the adventure is to acquire the treasure. If the treasure is acquired, then the PCs get story award experience points. The goal of the adventure is to defeat the pirates and take their treasure, and this makes the adventurers richer, and they learn from their experience in defeating the pirates and taking their treasure and thus advance their personal goal of becoming richer, that is how I'd rationalize it.

Why award experience for treasure? You might ask.

Well, suppose the PCs devise a way to steal the Pirates' treasure without killing any pirates? Should the PCs get no experience point award for stealing the treasure from the pirates on the sly? If someone "cat burgals" the pirates, sneaks into their ship, defeats their security devices and makes off with the pirates treasure while they are all drunk or asleep, do they get experience for that?
 
The way I look at is like this. Each encounter or scene should have an objective that the PC's must accomplish in order to get the XP. An encounter's objective is based upon what is needed to advance the (projected) storyline. If the PC objective is for them to acquire the treasure, secret documents, or information without any restrictive conditions then the PC's would get the XP whether they stole the objective, bought the objective, or, through combat, defeated the guardians (either by death or incapacitation). Now if the encounter had restrictive conditions (such as don't kill the guardians) and they break this restriction in order to acquire the objective they get no XP, even though some PC's might have died during the encounter. If the objective is to defeat the guardians and there are no restrictive conditions against killing them then the PC's get XP for killing the guardians (pirates) or by sneaking in while the guardians are asleep and binding them. Taking the defeated guardians pocket money afterwards gets the PC's no extra XP.

The PC's get XP awarded to them when they accomplish the encounter's objective without violating any restrictive condition(s).
 
I try to base experience on something that would make sense in real life. Tne first firefight you get into is a HUGE learning experience. The fittieth may not be.

Trying to sneak somewhere past guards sounds difficult and risky, so it's worth points. This doesn't have to be tied to success of failure on the mission, just the attempt to sneak.

Racking up points for kills and treasure is an artefact of the wargaing roots of RPGs. Tick-box goals for experience feel like corporate management to me. I prefer to aware points for people doing stuff, and maybe bonuses for doing it in an interesting way.

Hmm. "How many experience points do we get for nuking a major city? Must be quite a few..." Now there's an idea.
 
I agree with MJD here. You don´t have to be successful in order to learn something. Speaking for myself only, I´ve learned a lot more from when I failed than from when I was successful. Or as Thomas Edison is said to have put it: "I did not fail. I successfully identified one approach that does not work."
BTW, I wouldn´t swear to it, but I *think* I remember one RPG that awarded XP (or the XP-equivalent) strictly for failures only.
 
I award no points for "treasure" in my T20 campaign either.

I DO award points if the theft of said was clever, innovative, or involved extremely good Role-playing.

The Players will spend the credits soon enough on SHTUFF (from their ship, to more ammo for the "next time"). I had a gamer call some of the others in the group "soft" since they spent the money to have two staterooms turned into both a hot tub jacuzzi, and another into a full sauna.

Hey, no XP's there, its what they wanted to do, and it was different! 'Wasn't mounting some OMG cannon on her that's for sure ;)

The only failures I don't give XP's for--the failure to participate: if you're not there when we game, your PC (s) weren't there.
 
I can shoot just as well with practise and not having live targets. About the only thing that shooting a live person teaches you is whether you will hesitate. But fighting off a mugger will pretty much tell you that as well. Will I hesitate if I were to have to shoot someone? Possibly, as I have never shot a person before. Have I hesitated in shooting at anything else? No. Did I hesitate when I took down a mugger no. I can probably state that under most circumstances that I am a much better shot than Son of Sam. (Though proving it would be tough.)

Besides if you are going to award experience for advancing the story, why bother awarding experience for the individual kills as well?

Situation: (This was a Shadowrun experience not a Traveller one but the same could apply.)

Our party was set up and framed nicely. We also had a threat from this guy as exposure for him was going to be a bad thing. SO we decided to pay him a visit. Scouting his home we discovered that the place was guarded by a Private security firm that one of our characters had some pull with. We convinced the local watch commander that one of his contracts had attracted some very bad customers and that Corporate higher ups, had decided that a team of specialists (us) should covertly be used to stop this attack. They issued us uniforms and transportation and at shift change we became the guards of this guys estate.

We had a nice semi polite conversation with our former Mr. Johnson, until he decided that being rude was better and went for his pistol. After cleaning up the mess. we quietly bagged his body, and that of his personal bodyguard, stored the bodies in the trunks of our vehicles. Took his car out of the garage and parked it elsewhere and then sat and waited for shift change. When we changed shifts we told the crew coming on that we had a quiet night and that those Intel guys must have gotten it wrong, again. Told them that the principal had left the premisis earlier that morning headed for the office and the shift was theirs.

Is that worth more or less experience than slautering the 20 odd guards, for the simple reason that they were there? Is fencing the car really worth experience? Is not taking out the guards so we could loot their equipment worth less experience?

The story experience is, or should be, set based on relative threat level. How difficult the story was, not what kind of body count you can run up. The game is kept interesting by the story.

Now if you are running a campaign where the Characters are ruthless Pirates and all they are doing is Piracy then sure XP can be done by body count. But a typical Traveller campaign, isn't like that and T20 isn't, IMHO, like previous versions of Traveller, a hack and slash game.

How many XP do you award per credit of treasure? I mean if I rifle someones pockets and come up with, between cash and gear, KCr5 what kind of XP award do you think that should be worth?

D20 Modern doesn't award XP for cash, in fact they don't really track cash at all. It gives how to calculate xp for an encounter, based on threat level of the opposition, though it doesn't state, in my quick read, that you have to kill them to gain that experience. It also talks about XP by story not by combat. About the only place where it is XP by killing things is the Hack and Slash FRPGs. (Which score about the same way as a video game.)

As for stealing the treasure on the sly instead of shooting all the pirates then taking hte treasure? You, IMTU, gain the XP based on what that part of the story is worth, plus bonuses for good roleplaying. It doesn't matter if the Pirates are living or dead, or how much treasure there is. (Having the money is award enough.)

The difficulty of the situation sets the level of XP granted. (Which seems to be what you are saying, in your Pirate example, unless I misunderstood.)

Yet in your world, which is worth more XP?

IMTU, an adventure might be scored like this. Your goal is to stop the Dread Corsair Roberts. There will of course be encounters along the way, random things, red herrings, etc. The way I run a campaign these are taken into account in the total award for the adventure, there is no need to add additional points, for encounters.

If you stop the Dread Priate Roberts. (Steal his ship, blow up his ship, catch him in port and shoot him in the back of the head, it is all the same to the story.) You get a certain level of XP. If you don't stop him, you gain a lesser amount of XP based on how close you got. (Generally quite a bit less.) If you do something exceptional, like take him alive and turn him over, in chains, to your patron then that might be worth a bonus. Good roleplaying, for a typical adventure, is worth a bonus up to 2,000 xp. Making everyone else laugh, especially in character, during the story, is worth a bonus. Ducking under a table during a bar fight, and saving your beer, if that is the general nature of your character, is worth as much as starting a bar fight and clearing the bar, if that is in a different character's general nature. (Especially if you take the ribbing for being a wuss in character after the fight.)

To truly enjoy Traveller, at least in my experience with the game, you have to drop the D&D mindset. It is, in all fairness, a contradiction to the basic nature of the setting.


Originally posted by Laryssa:
You know what they say, practice makes perfect. If someone is pulling a trigger, he is learning how to shoot at a moving target better, if he hits that target, that means he has learned something, if he kills that target, that means he has learned how to kill something. Now if someone misses, that means he hasn't learned much, if someone doesn't kill something, he doesn't learn how to kill it. I think experience can be earned for treasure if part of the goal of the adventure is to acquire the treasure. If the treasure is acquired, then the PCs get story award experience points. The goal of the adventure is to defeat the pirates and take their treasure, and this makes the adventurers richer, and they learn from their experience in defeating the pirates and taking their treasure and thus advance their personal goal of becoming richer, that is how I'd rationalize it.

Why award experience for treasure? You might ask.

Well, suppose the PCs devise a way to steal the Pirates' treasure without killing any pirates? Should the PCs get no experience point award for stealing the treasure from the pirates on the sly? If someone "cat burgals" the pirates, sneaks into their ship, defeats their security devices and makes off with the pirates treasure while they are all drunk or asleep, do they get experience for that?
 
What if the GM doesn't have a story in mind? What if he just has a setting with various dangers in it? The PCs roll up their characters and then they deside what they want to do with them. What they decide determines what the story is going to be, then the GM pulls the story out of the air based on the decisions of the PCs. I think this is pretty much D&D style. You drop some characters in the middle of some place and they go looking for adventure. When the GM has no particular story goals in mind and the party gets attacked by Pirates, the PCs get experience for defending themselves, killing and defeating the pirates and also collecting their treasure. They don't get experience for robbing some school girl of her lunch money. PCs get experience for doing something challenging.

I don't typically sent PCs on missions, instead I saym this fellow here has something that needs doing and he's willing to pay to get it done, but there are dangers along the way. Facing those dangers does nothing to advance the goal, but they are still worth experience points because they are challenging. If pirates attack your ship while your going someplace else on a mission that has nothing to do with pirates, do you still get experience points for defeating the pirates that attacked you? I think you should.
 
Originally posted by BetterThanLife:
I can shoot just as well with practise and not having live targets. About the only thing that shooting a live person teaches you is whether you will hesitate.
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Having been a police officer and in situations where I had to make this call before, I will tell you this is NOT true. If you want to know what it's like to be in a combat situation, do the following:

1) Drink three cups or more of STRONG coffee.

2) Run a mile as fast as you can, ending at the firing line of the gun range.

3) Have a buddy shine a flashlight in your eyes and scream at you as loud as he can while you shoot.

4) preferably do all of the above at night, in the rain.

The above will give you a *taste*. The adrenalin shock you get in a real life-or-death fight is beyond anything else you have experienced.

There is MUCH more to it than "will I pull the trigger" thinking. There is a reason why in combat most casualties happen in the first five firefights, and it does not have to do with working the trigger.
 
You learn more from failure than success, in general.

That is, if you're not too dumb to keep doing the things that make you fail. The technical term is stupidity.

If said character launches into a firefight holding his pistol 'gangsta stylee' like in all the vids he's watched, he may get a couple of lucky hits and take out the bad guys. But he's not learned anything. He's likely to do the same next time, only perhaps this time his lucks out and he gets hit instead. If he missed first time round, he may then have the knowse to realise that holding his weapon sideways might make it harder to hit with. Next time he holds it proper: he's learned by experience.

I force my students to make mistakes (or at least lead them into places where they're likely to), as it reinforces what not to do, how not to get in a sticky situation. The bright ones that can do everything without much guidance come a cropper when they get stuck (tho they're quick learners so it don't take long to get out), whereas the ones who've been making errors know like the back of their hand how to extricate themselves.

Most of the books I'm reading as I train to be a teacher tell me that failure is one of the most important parts of the learning process.
 
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