Experience Points

Experience Points or EP were a stat used in Fantasy Trip. These were replaced with Character Points in GURPS.
#Fantasy Trip Melee covered it on pg 20's "IX. EXPERIENCE"
#Fantasy Trip Wizards covered it on pg 21's "XI. EXPERIENCE"
The remake New Fantasy Trip also uses the mechanic, though abbreviates it as XP.
==earning==
Rewards depended on whether it was classed as:
#Combat to the Death
#Arena Combat
#Practice Combat
Survivors of CTTD got a minimum of 50 EP, with two possible upgrades:
*Melee upgraded it to 70 if "enemy averaged more than 3 superior in ST+ DX"
*Wizards upgraded it to 100 if "enemy averaged more than 3 superior in attributes."
The difference is because IQ was not a stat in Melee (IQ was introduced in Wizards) and the higher XP might be due to it being harder to find a foe who averages higher in all 3 stats (or just wizards being smarter in general and learning better from challenges)
Arena Combat can result in a loss of 10 EP by running away, though whether "negative EP" can happen (or result in loss of stats) is not explained. Surviving losers who didn't flee gain 20 EP (but risk death by accident) while winners gain 30.
*like above there is a contrast between editions in regards to bonus EP when a "side averaged 3 or more weaker in total attributes" - warriors in Melee could only get +10 while wizards got +20
Practice would only get +10 EP to members of the winning side still on their feet - losers and non-standing wizards got 0 EP. It only counts as valid practice if done until the enemy drops out at 3 ST or less.
*One of the problems with this system is there wasn't any prohibition against a pair of friends just "trading losses" throwing fights and each winning 10 EP each time, since ST was automatically recovered between fights: the only risk
==spending==
Melee allowed 100 EP to be exchanged for an extra point of ST or DX, Wizards also allows 100 EP to be spent for 1 to IQ.
Both books explicitly said there were no limits for how high these attributes could be raised. This likely made ST the best initial investment so that there was little risk of accidentally dying in practice battles, and then just doing sets of ten practice battles to level up the other stats.
New Fantasy Trip allowed a new "Mana" stat for wizards to be purchased at 200 EP per point (twice the cost of ST) and with a cap equal to the wizard's IQ.
Category:Rules