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* The CallOfDutyModernWarfare series has this, alongside a military-rank-themed CharacterLevel system. Earn XP from kills and from completing challenges.

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* The CallOfDutyModernWarfare CallOfDuty ModernWarfare series has this, alongside a military-rank-themed CharacterLevel system. Earn XP from kills and from completing challenges.

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* The CallOfDutyModernWarfare series has this, alongside a military-rank-themed CharacterLevel system. Earn XP from kills and from completing challenges.


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[[AC:RacingGame]]
* Blur has ExperiencePoints and CharacterLevels in the form of Fans and Fan Levels. You get more fans by winning races in higher places, pulling off stunts, and wrecking other drivers.
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[[AC:RealLife]]
* The Beer Judging Certification Program awards ranks to its judges based on two criteria: The score achieved on their exam and the experience points accrued by a judge. Experience points are awarded by performing one of any number of tasks at a sanctioned BJCP competition, including but not limited to actual beer judging.
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* ''{{Shadowrun}}'' explicitly states that Karma is a representation of the ability to choose your own life. You can trade this commodity with some supernatural entities as well as using it to power magical effects.

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Not A Subversion, Not A Lampshade


* The online mode in metal gear solid 4, aptly called metal gear online, subverts/lampshades this in an interesting way. Each character has levels, and levels determine who you get automatically matched up against. The twist? All EXP is, in fact, based on THE PLAYER'S performance. That means that it ranks your ratios from each match, and determines how much EXP you gain. To make things fair, if you don't preform above a set scale, then you can lose EXP and levels. That's right, the game judges you character's level on YOUR performance. Do note that they do keep things fair, and surprisingly symbolic. The symbolism is that as your real life skills improves, such as reaction time or accuracy, it could be equated the stat-ups from common RPGs. Personally, I think it's rather neat.

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* The online mode in metal gear solid 4, aptly called metal gear online, subverts/lampshades this in an interesting way. MetalGearSolid4, uses a slight twist. Each character has levels, and levels determine who you get automatically matched up against. The twist? All against, but all EXP is, in fact, based on THE PLAYER'S performance.the player's overall performance, rather than a basic EXP scale. That means that it ranks your ratios from each match, and determines how much EXP you gain. To make things fair, if you don't preform above a set scale, then you can lose EXP and levels. That's right, the game judges you character's level on YOUR performance. Do note that they do keep things fair, and surprisingly symbolic. The symbolism is that as your real life skills improves, such as reaction time or accuracy, it could be equated the stat-ups from common RPGs. Personally, I think it's rather neat.
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[[AC:ThirdPersonShooter]]
* The online mode in metal gear solid 4, aptly called metal gear online, subverts/lampshades this in an interesting way. Each character has levels, and levels determine who you get automatically matched up against. The twist? All EXP is, in fact, based on THE PLAYER'S performance. That means that it ranks your ratios from each match, and determines how much EXP you gain. To make things fair, if you don't preform above a set scale, then you can lose EXP and levels. That's right, the game judges you character's level on YOUR performance. Do note that they do keep things fair, and surprisingly symbolic. The symbolism is that as your real life skills improves, such as reaction time or accuracy, it could be equated the stat-ups from common RPGs. Personally, I think it's rather neat.
** There are also skills in game that work the on the basic EXP scale, I.E. you use them and you get EXP. There are some unique requirements, such as having to fall victim to the looking at dirty magazines/sexy poses a certain number of times, for unlocking/leveling up skills, but it could easily be equated as EXP
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** In [[Homestuck]] a fridge levels up after being thrown at imps. It makes more sense in- actually it doesn't.
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*** ''{{FinalFantasyXIII}}'' has the similar Crystarium system where Crystal Points earned in battle are used to connect to a system of nodes for each of the classes a character has. It's possible to spend a small amount of CP on ability or stat increase and change to another node as long as it connects to a previously unlocked one.

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*** ''{{FinalFantasyXIII}}'' ''FinalFantasyXIII'' has the similar Crystarium system where Crystal Points earned in battle are used to connect to a system of nodes for each of the classes a character has. It's possible to spend a small amount of CP on ability or stat increase and change to another node as long as it connects to a previously unlocked one.
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***''{{FinalFantasyXIII}}'' has the similar Crystarium system where Crystal Points earned in battle are used to connect to a system of nodes for each of the classes a character has. It's possible to spend a small amount of CP on ability or stat increase and change to another node as long as it connects to a previously unlocked one.
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Good gravy. Horrible formatting, Fan Myopia... Try again.


* how is it world of warcraft didnt make it here the whole point of the game (lampshaded at one point) is to "try not to die ,level up and get better gear"

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* how is it world of warcraft didnt make it here the whole point of the game (lampshaded at one point) is to "try not to die ,level up and get better gear"
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* how is it world of warcraft didnt make it here the whole point of the game (lampshaded at one point) is to "try not to die ,level up and get better gear"
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It\'s not an aversion if you didn\'t expect \"normal\" levels (as noted, FFX, FFII and other Final Fantasy-Games didn\'t use an EXP-system before). FFXIII uses Tech Points, so it belongs on the Tech Points-page.


* In ''FinalFantasyXIII'', TechPoints replace XP entirely. Your character never levels, but you can spend CP to improve your stats and get more abilities.
** That's just [[CallAHitPointASmeerp Call An Experience Point A Smeerp]]. ''FinalFantasyX'' did more-or-less the same thing.

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Videogame Stealing is it\'s own trope, so I deleted the FFT-paragraph (it doesn\'t add anything new). And The Elder Scrolls belong to Stat Grinding.


* ''SystemShock 2'', ''DeusEx'' and ''VampireTheMasqueradeBloodlines'' all award fixed amounts of XP not for slaying enemoes but for particular achievements on the way towards the next major objective. The two latter ones also grant additional points for solving the problems in a non-standard way or finding hidden routes.

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* ''SystemShock 2'', ''DeusEx'' and ''VampireTheMasqueradeBloodlines'' all award fixed amounts of XP not for slaying enemoes enemies but for particular achievements on the way towards the next major objective. The two latter ones also grant additional points for solving the problems in a non-standard way or finding hidden routes.



** ''FinalFantasyII'' is probably the only entry in the series to NOT use XP at all. Instead, stats are raised based on what you've been doing in the battle. Attack more, get higher strength and weapon proficiency; cast more, get better spells and more intelligence. It even included HP increases for taking a lot of damage and MP increases for casting a lot of spells.

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** ''FinalFantasyII'' is probably the only entry in the series to NOT use XP at all. Instead, stats are raised based on [[StatGrinding what you've been doing in the battle.battle]]. Attack more, get higher strength and weapon proficiency; cast more, get better spells and more intelligence. It even included HP increases for taking a lot of damage and MP increases for casting a lot of spells.



** In ''FinalFantasyTactics'' and ''FinalFantasyTacticsAdvance'', thieves can steal experience.



* ''TheElderScrolls'' series has avoided using ExperiencePoints ever since ''Arena''. In place of this, they use a "get credit for doing stuff" system which levels based on an increasing number of times that a certain skill is used. Character levels are awarded after a specific number of skill levels have been gained, and that also awards you a few points to distribute to base stats.
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Don\'t link to \"So Bad It\'s Horrible\"


* Used downright horribly by ''{{FATAL}}'' ([[SoBadItsHorrible as with everything else related to it]],) in which these points are given only by doing things related to the class you're leveling. The problem comes when it takes 83 years to level up a clerk, and a whore has to reach level 20 by giving ''millions'' of blowjobs.

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* Used downright horribly by ''{{FATAL}}'' ([[SoBadItsHorrible as with everything else related to it]],) in which these points are given only by doing things related to the class you're leveling. The problem comes when it takes 83 years to level up a clerk, and a whore has to reach level 20 by giving ''millions'' of blowjobs.
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* ''NeverwinterNights'' had a particularly bizarre method of giving experience, as it was altered by your companions. In weird, arbitrary ways. If I recall correctly, killing alone gave you more experience than if you had an NPC ally, but less experience than if you had a summoned creature. A wizard or sorcerer's familiar gave you more experience than alone, but less than using a summoned creature. Using a familiar and a summon in concert gave you more experience than using only a familiar but less than just having a summon. A druid's animal companion on the other hand, made you gain less than you would alone, and summoning a creature made you gain even less. Oh and barring one or two areas where enemies can respawn infinitely, there's a limited amount of experience available, so this matters.

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* ''NeverwinterNights'' had a particularly bizarre method of giving experience, as it was altered by your companions. In weird, arbitrary ways. If I recall correctly, killing Killing alone gave you more experience than if you had an NPC ally, but less experience than if you had a summoned creature. A wizard or sorcerer's familiar gave you more experience than alone, but less than using a summoned creature. Using a familiar and a summon in concert gave you more experience than using only a familiar but less than just having a summon. A druid's animal companion on the other hand, made you gain less than you would alone, and summoning a creature made you gain even less. Oh and barring one or two areas where enemies can respawn infinitely, there's a limited amount of experience available, so this matters.
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* ''{{Okami}}'' lets you spend the experience, or [[GodsNeedPrayerBadly praise]], to level up your stats (health [[[ThePowerOfTheSun Solar Energy]]], MP [[[ArtInitiatesLife ink]]], wallet and [[VideoGameLives astral pouch]]). Unlike most, if not all other examples, you get praise by [[VideoGameCaringPotential feeding animals, reviving dead plants, and restoring nature wherever you go, or just by helping people.]]

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* ''{{Okami}}'' lets you spend the experience, or [[GodsNeedPrayerBadly praise]], to level up your stats (health [[[ThePowerOfTheSun Solar Energy]]], MP [[[ArtInitiatesLife ink]]], wallet and [[VideoGameLives astral pouch]]). Unlike most, if not all other examples, you get praise by [[VideoGameCaringPotential feeding animals, reviving dead plants, and restoring nature wherever you go, or just by helping people.]]
]] In fact, killing things is one of the only things you can do in the game that generally ''doesn't'' yield experience.
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[[AC:MMORPGs]]

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[[AC:MMORPGs]][[AC:{{MMORPG}}s]]
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* In RatchetAndClank, slain enemies leave behind [[NanoMachines Nanomites]], which [[EvolvingWeapon improve the weapon you used]].
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* ''{{Okami}}'' lets you spend the experience, or [[GodsNeedPrayerBadly praise]], to level up your stats (health [[[ThePowerOfTheSun Solar Energy]]], MP [[[ArtInitiatesLife ink]]], wallet and [[VideoGameLives astral pouch]]). Unlike most, if not all other examples, you get praise by [[VideoGameCaringPotential feeding animals, reviving dead plants, and restoring nature wherever you go, or just by helping people.]]
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[[AC:EdutainmentGame]]
* In ''{{WolfQuest}}'', you get experience points when you kill coyotes, hares, elk, etc., and also when you do things such as mark territory. With enough points, you earn rewards: the ability to name your pups, easier to mark territory, a bonus den choice, or even a pure white pup (despite the parents' colors).
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* ''ScarredLands'' gives this an in-setting justification/handwave--you're slowly increasing the size of your "thaumaturgic field," which provides a power source for superhuman abilities.

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* In most TurnBasedStrategy [=RPGs=], experience is gained by successfully performing actions such as hitting someone or using an item (including hitting your allies and healing enemies). This means that the ''most'' efficient wins in these games (when you play tactically with the hopes of racing up to the enemy boss to a quick and easy victory) paradoxically become the ''worst'' in terms of overall gameplay.




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* In most TurnBasedStrategy [=RPGs=], experience is gained by successfully performing actions such as hitting someone or using an item (including hitting your allies and healing enemies). This means that the ''most'' efficient wins in these games (when you play tactically with the hopes of racing up to the enemy boss to a quick and easy victory) paradoxically become the ''worst'' in terms of overall gameplay.
* In the FireEmblem series experience is not only gained from killing enemies, but also from healing allies, using thieves to steal enemy items or weapons and using [[SpoonyBard dancers]] to allow another unit to move again.

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[[AC:ActionAdventure]]
* ''CaveStory'' does this for weapon levels; experience (triangular coins) is collected from enemies, and is lost by getting hit.
* ''{{Iji}}'' has Nano points, which are found lying around as well as dropped by almost all enemies.

[[AC:ActionGame]]
* In ''GodOfWar'' and ''DevilMayCry'', one gains experience points for killing people, smashing things, and also extra points for hitting things repeatedly without pause, or with a variety of attacks. Subverted, in that its not intangible points you're collecting, but crimson-colored goodies that are spent towards new abilities.

[[AC:FirstPersonShooter]]
* ''SystemShock 2'', ''DeusEx'' and ''VampireTheMasqueradeBloodlines'' all award fixed amounts of XP not for slaying enemoes but for particular achievements on the way towards the next major objective. The two latter ones also grant additional points for solving the problems in a non-standard way or finding hidden routes.
* In ''MedalOfHonor: Airborne'', you earn weapon upgrades for frequently killing enemies with a specific weapon, as well as for getting headshots or other specific hits.

[[AC:MMORPGs]]
* On ''DiscworldMUD'' (and possibly other Multi-User Dungeons) the players do not gain levels with experience. They have to [[PointBuy spend that experience on skills]], and this ratio of points in certain skills determines level. If the player dies, XP drops to zero, although getting resurrected can bring some back.

[[AC:RolePlayingGame]]



* Used in the ''WorldOfWarcraft'' episode of ''SouthPark''. The boys power up by spending over a month slaughtering boars in Elwynn Forest, which only gives you 2 experience points each (but kill a billion of them…).
** Its interesting that the game does not work like that. Any enemy around 5 levels below you garners no xp.
** One World of Warcraft player tried to see if it was possible to level all the way to the Level Cap (level 70 at the time) ''just'' by killing boars. He was a Night Elf Hunter, and his pet (also a boar) was named Cartman. The hardest stretch came in his mid-20s, where the only boar in the whole game that he was capable of killing, but which still gave XP when killed, was a unique monster named Bellygrub.



** ''Final Fantasy II'' is probably the only entry in the series to NOT use XP at all. Instead, stats are raised based on what you've been doing in the battle. Attack more, get higher strength and weapon proficiency; cast more, get better spells and more intelligence. It even included HP increases for taking a lot of damage and MP increases for casting a lot of spells.

to:

** ''Final Fantasy II'' ''FinalFantasyII'' is probably the only entry in the series to NOT use XP at all. Instead, stats are raised based on what you've been doing in the battle. Attack more, get higher strength and weapon proficiency; cast more, get better spells and more intelligence. It even included HP increases for taking a lot of damage and MP increases for casting a lot of spells.



** In ''CrisisCore: Final Fantasy VII'' Zack levels up whenever the slot machine that grants him special attacks comes up 777, apparently at random. In fact, it does keep track of experience points, though never shows the player their total, and the probability of it coming up 777 is based on how much experience above the threshold for the next level you have.

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** In ''CrisisCore: Final Fantasy VII'' FinalFantasyVII'' Zack levels up whenever the slot machine that grants him special attacks comes up 777, apparently at random. In fact, it does keep track of experience points, though never shows the player their total, and the probability of it coming up 777 is based on how much experience above the threshold for the next level you have.



* In FinalFantasyXIII, TechPoints replace XP entirely. Your character never levels, but you can spend CP to improve your stats and get more abilities.

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* In FinalFantasyXIII, ''FinalFantasyXIII'', TechPoints replace XP entirely. Your character never levels, but you can spend CP to improve your stats and get more abilities.



* Red Mage from ''EightBitTheater'' does some things for XP, even though that world apparently doesn't have it.
* Jim from ''DarthsAndDroids'' is surprised you can get them from actually roleplaying.
* A cartoon from ''KnightsOfTheDinnerTable'' (perhaps from the comic) has a line about getting excited from getting points for doing one's own stitches, so the player says he's going to take them out and do it again.
** Finding ridiculous ways to abuse the system to gain XP or other bonuses probably accounted for a good third of the jokes, at least in earlier strips. Bob started his own religion and managed to gain a level before the first game session just by recruiting fellow PC's to his religion. They also once started a monster farm to mass produce killable monsters for the XP.
** Then there was the time Sara forced them to crossplay. They spent most of the session luring men out of the tavern and jumping them for XP and treasure. In a later Sara game, they played the rpg of ''BuffyTheVampireSlayer'', after getting tired of playing second fiddle to the ChosenOne (Buffy), they discovered they could kill her, wait for a new ChosenOne to appear and ambush them creating an infinite XP loop.
* ''CaveStory'' does this for weapon levels; experience (triangular coins) is collected from enemies, and is lost by getting hit.



* ''GrandTheftAutoSanAndreas'' uses XP that can actually increase or decrease depending on actions.



* Used downright horribly by ''{{FATAL}}'' ([[SoBadItsHorrible as with everything else related to it]],) in which these points are given only by doing things related to the class you're leveling. The problem comes when it takes 83 years to level up a clerk, and a whore has to reach level 20 by giving ''millions'' of blowjobs.
* ''SystemShock 2'', ''DeusEx'' and ''VampireTheMasqueradeBloodlines'' all award fixed amounts of XP not for slaying enemoes but for particular achievements on the way towards the next major objective. The two latter ones also grant additional points for solving the problems in a non-standard way or finding hidden routes.
* {{Iji}} has Nano points, which are found lying around as well as dropped by almost all enemies.
* ''BubbleTanks'' has… bubbles. These are produced when enemies are defeated, and are actually the bubbles they were made of. Once enough bubbles are collected, you level up, and can choose an evolution path for your tank. Careful– if you get hit, you ''lose'' experience points, and if they go below your level, you will de-evolve to a lower stage.



* In ''GodOfWar'' and ''DevilMayCry'', one gains experience points for killing people, smashing things, and also extra points for hitting things repeatedly without pause, or with a variety of attacks. Subverted, in that its not intangible points you're collecting, but crimson-colored goodies that are spent towards new abilities.
* One series of strategy game to feature these is HeroesOfMightAndMagic.
* In ''MedalOfHonor: Airborne'', you earn weapon upgrades for frequently killing enemies with a specific weapon, as well as for getting headshots or other specific hits.
* The ''HeroSystem'' is different from most games with ExperiencePoints in that a player will earn only one, or maybe two if he did a fantastic job roleplaying his character, ExperiencePoint per session. Also, he can [[PointBuy spend those points on his character]], making it more powerful.
** ''{{GURPS}}'' copied this system.
** The ''GlobalGuardiansPBEMUNiverse'' uses the ''HeroSystem''... um... [[DepartmentOfRedundancyDepartment system]].

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[[AC:ShootEmUp]]
* In ''GodOfWar'' ''BubbleTanks'' has… bubbles. These are produced when enemies are defeated, and ''DevilMayCry'', one gains are actually the bubbles they were made of. Once enough bubbles are collected, you level up, and can choose an evolution path for your tank. Careful– if you get hit, you ''lose'' experience points for killing people, smashing things, points, and also extra points for hitting things repeatedly without pause, or with if they go below your level, you will de-evolve to a variety of attacks. Subverted, in that its not intangible points you're collecting, but crimson-colored goodies that are spent towards new abilities.
lower stage.

[[AC:TurnBasedStrategy]]
* One series of strategy game to feature these is HeroesOfMightAndMagic.
''HeroesOfMightAndMagic''.

[[AC:WideOpenSandbox]]
* In ''MedalOfHonor: Airborne'', you earn weapon upgrades for frequently killing enemies with a specific weapon, as well as for getting headshots or other specific hits.
* The ''HeroSystem'' is different from most games with ExperiencePoints in
''GrandTheftAutoSanAndreas'' uses XP that a player will earn only one, or maybe two if he did a fantastic job roleplaying his character, ExperiencePoint per session. Also, he can [[PointBuy spend those points actually increase or decrease depending on his character]], making it more powerful.
** ''{{GURPS}}'' copied this system.
** The ''GlobalGuardiansPBEMUNiverse'' uses the ''HeroSystem''... um... [[DepartmentOfRedundancyDepartment system]].
actions.

!!Non-video game examples:

[[AC:{{Literature}}]]



* On DiscworldMUD (and possibly other Multi-User Dungeons) the players do not gain levels with experience. They have to [[PointBuy spend that experience on skills]], and this ratio of points in certain skills determines level. If the player dies, XP drops to zero, although getting resurrected can bring some back.

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[[AC:TabletopGames]]
* On DiscworldMUD (and possibly other Multi-User Dungeons) the players do not gain levels Used downright horribly by ''{{FATAL}}'' ([[SoBadItsHorrible as with experience. They have everything else related to it]],) in which these points are given only by doing things related to the class you're leveling. The problem comes when it takes 83 years to level up a clerk, and a whore has to reach level 20 by giving ''millions'' of blowjobs.
* The ''HeroSystem'' is different from most games with ExperiencePoints in that a player will earn only one, or maybe two if he did a fantastic job roleplaying his character, ExperiencePoint per session. Also, he can
[[PointBuy spend those points on his character]], making it more powerful.
** ''{{GURPS}}'' copied this system.
** The ''GlobalGuardiansPBEMUNiverse'' uses the ''HeroSystem''... um... [[DepartmentOfRedundancyDepartment system]].

[[AC:WebComics]]
* Red Mage from ''EightBitTheater'' does some things for XP, even though
that world apparently doesn't have it.
* Jim from ''DarthsAndDroids'' is surprised you can get them from actually roleplaying.
* A cartoon from ''KnightsOfTheDinnerTable'' (perhaps from the comic) has a line about getting excited from getting points for doing one's own stitches, so the player says he's going to take them out and do it again.
** Finding ridiculous ways to abuse the system to gain XP or other bonuses probably accounted for a good third of the jokes, at least in earlier strips. Bob started his own religion and managed to gain a level before the first game session just by recruiting fellow PC's to his religion. They also once started a monster farm to mass produce killable monsters for the XP.
** Then there was the time Sara forced them to crossplay. They spent most of the session luring men out of the tavern and jumping them for XP and treasure. In a later Sara game, they played the rpg of ''BuffyTheVampireSlayer'', after getting tired of playing second fiddle to the ChosenOne (Buffy), they discovered they could kill her, wait for a new ChosenOne to appear and ambush them creating an infinite XP loop.

[[AC:WesternAnimation]]
* Used in the ''WorldOfWarcraft'' episode of ''SouthPark''. The boys power up by spending over a month slaughtering boars in Elwynn Forest, which only gives you 2
experience on skills]], and this ratio of points in certain skills determines level. If each (but kill a billion of them…).
** It's interesting that
the game does not work like that. Any enemy around 5 levels below you garners no XP.
** One ''World of Warcraft''
player dies, tried to see if it was possible to level all the way to the Level Cap (level 70 at the time) ''just'' by killing boars. He was a Night Elf Hunter, and his pet (also a boar) was named Cartman. The hardest stretch came in his mid-20s, where the only boar in the whole game that he was capable of killing, but which still gave XP drops to zero, although getting resurrected can bring some back.
when killed, was a unique monster named Bellygrub.
Tabs MOD

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* On DiscworldMUD (and possibly other Multi-User Dungeons) the players do not gain levels with experience. They have to [[PointBuy spend that experience on skills]], and this ratio of points in certain skills determines level. If the player dies, XP drops to zero, although getting resurrected can bring some back.
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->"Kill monsters, get experience!"

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->"Kill monsters, ->"[[RPGsEqualCombat Kill monsters]], get experience!"

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* In ''GodOfWar'' one gained experience points for killing people, smashing things, and also extra points for hitting things repeatedly without pause.
** ''DevilMayCry'' as well. (This troper has been trying repeatedly to describe the "Red Orbs" in both games as EXP on TheOtherWiki, only to have the changes reverted by [[CallingARabbitASmeerp people who don't know what they're talking about]]. ''GodOfWar'' even ''calls'' them EXP at one point.)

to:

* In ''GodOfWar'' and ''DevilMayCry'', one gained gains experience points for killing people, smashing things, and also extra points for hitting things repeatedly without pause.
** ''DevilMayCry'' as well. (This troper has been trying repeatedly to describe the "Red Orbs"
pause, or with a variety of attacks. Subverted, in both games as EXP on TheOtherWiki, only to have the changes reverted by [[CallingARabbitASmeerp people who don't know what they're talking about]]. ''GodOfWar'' even ''calls'' them EXP at one point.)that its not intangible points you're collecting, but crimson-colored goodies that are spent towards new abilities.
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* ShockSocialScienceFiction, designed to play out a new ThreeActStory every session, gives Protagonists an extra die every time they fail their Intent roll. Antagonists, in comparison, are able to roll up to six dice per conflict, but have a very limited supply and don't get any more.

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* In ''{{GURPS}}'' ExperiencePoints can be spent to [[PointBuy buy abilities]].



* The ''HeroSystem'' is different from most games with ExperiencePoints in that a player will earn only one, or maybe two if he did a fantastic job roleplaying his character, ExperiencePoint per session. Also, he can spend those points on his character, making it more powerful.

to:

* The ''HeroSystem'' is different from most games with ExperiencePoints in that a player will earn only one, or maybe two if he did a fantastic job roleplaying his character, ExperiencePoint per session. Also, he can [[PointBuy spend those points on his character, character]], making it more powerful.powerful.
** ''{{GURPS}}'' copied this system.
** The ''GlobalGuardiansPBEMUNiverse'' uses the ''HeroSystem''... um... [[DepartmentOfRedundancyDepartment system]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The ''HeroSystem'' is different from most games with ExperiencePoints in that a player will earn only one, or maybe two if he did a fantastic job roleplaying his character, ExperiencePoint per session. Also, he can spend those points on his character, making it more powerful.
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* In ''Knights of the Old Republic 2'' you level up by killing things and getting XP, but it was used as a plot point as a Jedi getting stronger by killing people is seen as unnatural.

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* In ''Knights of the Old Republic ''KnightsOfTheOldRepublic 2'' you makes experience points a plot point. You level up by killing things and getting XP, but it was used as a plot point as mentioned by Kreia that a Jedi getting stronger by killing people is seen as unnatural.unnatural. Essentially, you're using what she calls a Sith technique that makes you more powerful the more you murder people. There's more to it, but you really should play the game (after installing a mod that restores some of the cut content, anyway).

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