Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: Sistema di PE alternativo per D20

Cosa ne pensate di questo sistema per conferire PE che ho trovato in rete
un bel po' di tempo fa?
General Guidelines:
- PCs should only receive rewards for actions, that are heroic and in
character.
- PCs should only be rewarded once for any action.
Combat:
- In combat heavy adventures the GM may want to just keep the rules as
originally presented in the DMG or to adopt a few other rules to make
combat even more important. Experience can also be given for taking or
dealing damage, or, in the case of some classes, for healing damage. This
award should be on a one to one ratio: one point of damage (dealt,
received, or healed) equals one point of experience awarded.
- This rule will give fighters and other combat heavy classes a clear
advantage when it comes to experience and the other classes could quickly
be left in the dust at low level. However, once higher levels are achieved
some of the other classes will eventually be able to close the gap. For
example, a fireball could earn a Wizard or Sorcerer a lot of experience.
Skills:
- If the GM wants to make skills more important in the game, especially
non-combat skills, then the following rule may be useful.
- Award half experience for combat, to lessen the total experience granted
in an encounter (calculate as either half of the total experience or at a
CR of two less than the encounter). Award experience for successful skill
use equal to the DC for the task. Or award XP for successful skill use
equal to the DC for the task for class skills, and half of that for
non-class skills.
- This option can favour certain classes or races over others. For example,
a Human or a Rogue gets more points to spend on skills than other similar
characters. Having more skills at higher levels makes it more likely that
some characters would have a distinct advantage in this area.
Feats:
Generally experience should not be given for using a feat, as feats
generally aid in combat or skill use. In these cases awarding experience
would not be appropriate because the character is already being rewarded
for that task, either by having an advantage in combat, with a skill, or by
gaining an item.
Roleplaying:
- Generally considered to be the most important part of the game, this area
is often overlooked when it comes to awarding experience. This is because
it is often the hardest topic to try to put into concrete terms. The DMG
presents the concept of ad hoc experience awards but does not present a
system of guidelines for a GM.
- Playing: Some GMs award extra experience just for showing up and
surviving for a specific period of time, usually either one night of gaming
or an entire story.
- Playing in character: The players may expect to be given a set amount of
experience just for playing in character. This, however, can lead to
players forfeiting this experience if an opportunity presents itself for an
action which is out of character but which would earn the character more
experience for other reasons. One way to beat this problem is to only award
experience for combat or skill use when the players are acting in
character.
- Superior Character: Sometimes a player will go that extra mile to create
a truly vibrant character with personal relationships, quirks, and a
well-detailed history. This kind of role-playing should be rewarded and the
experience awarded should reflect both the player's effort to create a rich
story and the potential risks involved in having a relationship with
someone who could be used against the character. However, note that
continually using these NPCs against the PCs will deter this kind of
behaviour.
- Story Awards: Sometimes the PCs are required to perform tasks that in
themselves are not worth much experience but in the big picture may have
greater importance. For example a party of adventurers could help escort a
prisoner to the capital city to be tried for his crimes. In this example
the PCs have travelled, an event not uncommon to adventurers. However, the
potential for danger was high and the PCs should be awarded for that. The
amount of experience should reflect both the personal effort and potential
danger. Of course, it is hard to estimate the potential danger, but this is
just a guideline for judging. If the PCs were alert and waiting to be
attacked they may have used certain abilities and have managed to learn
from the experience.
Saving Throws:
Characters who successfully make a saving throw could be awarded experience
as if the saving throw was a skill. This option is not recommended as the
players will not easily be able to focus on raising their saving throws,
and if combined with the combat option previously mentioned the player
would be awarded for the damage received in addition to the reward for a
successful saving throw. One possible way to handle this is to only award
experience for exceptionally difficult saves DC of 30 or higher.
A Balanced Approach to Experience:
The balanced approach is an attempt to equalise opportunities for gaining
experience regardless of race class, level, or combat ability. The balanced
approach combines several of the ideas presented above to create a system
that rewards combat roleplaying and skill use more evenly than the rules
presented in the DMG. The total experience for an adventure will be
similar, but this system promotes the development of more well rounded
characters.
Balanced Approach Summary:
- Reduce Experience from combat to half.
- Grant Experience for damage (dealt, taken, or healed) at a one point of
damage to one point of experience.
- Award experience for successful skill use equal to the DC for the task.
Or award XP for successful skill use equal to the DC for the task for class
skills, and half of that for non -class skills.
- Reward exceptional roleplaying when appropriate for the story.
- Award experience for successful saving throws with a DC of 30 or higher.
--
Bye.
#######################
Giuseppe A.
e-mail: 
gambi...@libero.it
Milano - Italy
IHGGER #7
IHGGDER #33
ICQ: 17082804
#######################

un bel po' di tempo fa?
che mi sembra uno zinzo complicata e reminescente di RM (in
particolare la parte 1xp per danno fatto o subito)
--
ciao, fabio
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