Follow TV Tropes

Following

History Main / ExperiencePoints

Go To

OR

Is there an issue? Send a MessageReason:
None


The TropeMaker, as the first TabletopRPG, is ''DungeonsAndDragons''.

to:

The TropeMaker, as the first TabletopRPG, is ''DungeonsAndDragons''.
''TabletopGame/DungeonsAndDragons''.
Is there an issue? Send a MessageReason:
None


* Jim from ''DarthsAndDroids'' is surprised you can get them from actually roleplaying.

to:

* Jim from ''DarthsAndDroids'' ''Webcomic/DarthsAndDroids'' is surprised you can get them from actually roleplaying.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''TabletopGame/HcSvntDracones'' doesn't have XP, rather players get a new dot in a stat or a new Focus Ability (equivalent to feats) every three sessions or fifteen hours of game time, at the [[GameMaster Guide's]] discretion. Mind and Body stats can also be augmented with [[BioAugmentation Surgery]] purchased with credits, and is the only way to get them higher than 3. Proficiencies (skills) are improved using a device called a Neuroplex that feeds data into a character's subconscious while they sleep, at a rate of 1 point per two weeks (in game).
Is there an issue? Send a MessageReason:
None


* Fate-based games, such as ''TabletopGame/SpiritOfTheCentury'', ''TabletopGame/TheDresdenFiles'' RPG or ''Kerberos Club'', effectively don't use XP for individual achievements at all. Instead, the player characters will simply collectively hit "milestones" offering the players an opportunity to make changes to them corresponding to the ''magnitude'' of the milestone in question every so often over the course of play -- a typical setup might be a minor milestone (which allows some small evolution or "retraining" but no net improvement as such) at the end of each session of play, a significant one (allows the actual raising of a single skill) upon finishing a complete scenario, and a major milestone (increases refresh, allows redefining a character's high concept, and may even raise the skill cap for the the entire campaign) at the end of a major plot arc or when the game world is otherwise changed in some suitably important and lasting way.

to:

* Fate-based games, such as ''TabletopGame/SpiritOfTheCentury'', ''TabletopGame/TheDresdenFiles'' RPG or ''Kerberos Club'', effectively don't use XP for individual achievements at all. Instead, the player characters will simply collectively hit "milestones" offering the players an opportunity to make changes to them corresponding to the ''magnitude'' of the milestone in question every so often over the course of play -- a typical setup might be a minor milestone (which allows some small evolution or "retraining" but no net improvement as such) at the end of each session of play, a significant one (allows the actual raising of a single skill) upon finishing a complete scenario, and a major milestone (increases refresh, allows redefining a character's high concept, and may even raise the skill cap for the the entire campaign) at the end of a major plot arc or when the game world is otherwise changed in some suitably important and lasting way.
Is there an issue? Send a MessageReason:
None


* Fate-based games, such as ''TabletopGame/SpiritOfTheCentury'', ''TabletopGame/TheDresdenFiles'' RPG or ''Kerberos Club'', effectively don't use XP for individual achievements at all. Instead, the player characters will simply collectively hit "milestones" offering the players an opportunity to make changes to them corresponding to the ''magnitude'' of the milestone in question every so often over the course of play -- a typical setup might be a minor milestone (which allows some small evolution or "retraining" but no net improvement as such) at the end of each session of play, a significant one (allows raising a single skill) upon finishing a complete scenario, and a major milestone (increases refresh, allows redefining a character's high concept, and may even raise the skill cap for the the entire campaign) at the end of a major plot arc or when the game world is otherwise changed in some suitably important and lasting way.

to:

* Fate-based games, such as ''TabletopGame/SpiritOfTheCentury'', ''TabletopGame/TheDresdenFiles'' RPG or ''Kerberos Club'', effectively don't use XP for individual achievements at all. Instead, the player characters will simply collectively hit "milestones" offering the players an opportunity to make changes to them corresponding to the ''magnitude'' of the milestone in question every so often over the course of play -- a typical setup might be a minor milestone (which allows some small evolution or "retraining" but no net improvement as such) at the end of each session of play, a significant one (allows the actual raising of a single skill) upon finishing a complete scenario, and a major milestone (increases refresh, allows redefining a character's high concept, and may even raise the skill cap for the the entire campaign) at the end of a major plot arc or when the game world is otherwise changed in some suitably important and lasting way.
Is there an issue? Send a MessageReason:
None


* Some FATE games, such as ''TabletopGame/TheDresdenFiles'' RPG or ''Kerberos Club'', track character advancement across "milestones" and story events, where you'd get to change around your stats for minor milestones (finishing a "chapter" of a story), and get bonus Refresh (which controls your pool of bonus "fate points" which you can spend for immediate bonuses like rerolls) on major milestones (finishing a "volume" of a story). Refresh can then be spent on powers, gifts, stunts, and similar bonuses, giving you more power but reducing your fate points and thus your flexibility.

to:

* Some FATE Fate-based games, such as ''TabletopGame/SpiritOfTheCentury'', ''TabletopGame/TheDresdenFiles'' RPG or ''Kerberos Club'', track character advancement across effectively don't use XP for individual achievements at all. Instead, the player characters will simply collectively hit "milestones" and story events, where you'd get offering the players an opportunity to change around your stats for make changes to them corresponding to the ''magnitude'' of the milestone in question every so often over the course of play -- a typical setup might be a minor milestones (finishing a "chapter" of a story), and get bonus Refresh milestone (which controls your pool allows some small evolution or "retraining" but no net improvement as such) at the end of bonus "fate points" which you can spend for immediate bonuses like rerolls) on each session of play, a significant one (allows raising a single skill) upon finishing a complete scenario, and a major milestones (finishing milestone (increases refresh, allows redefining a "volume" character's high concept, and may even raise the skill cap for the the entire campaign) at the end of a story). Refresh can then be spent on powers, gifts, stunts, major plot arc or when the game world is otherwise changed in some suitably important and similar bonuses, giving you more power but reducing your fate points and thus your flexibility.lasting way.

Added: 132

Changed: 4

Is there an issue? Send a MessageReason:
None


* In Webcomic/Goblins, XP is a part of the world, including discussions between MinMax and Forgath about whether the GM awards XP for roleplaying.

to:

* In Webcomic/Goblins, {{Webcomic/Goblins}}, XP is a part of the world, including discussions between MinMax and Forgath about whether the GM awards XP for roleplaying.roleplaying.
* In ''Webcomic/ElGoonishShive'', [[AuthorAvatar Dan]] plays a MUD which awards XP for walking averting RPGsEqualCombat for newbies.
Is there an issue? Send a MessageReason:
None


* The German RPG ''TabletopGame/{{Midgard}}'' goes the extra mile by having three different ''kinds'' of experience points -- combat (earned by fighting), magic (earned by casting spells), and general (earned through miscellaneous actions such as dramatically appropriate skill checks). The main difference between the three types is in what improvements they may be spent on -- most notably, combat XP won't help with more "intellectual" pursuits while magic XP are useless for developing one's physical fighting skills.

to:

* The German RPG ''TabletopGame/{{Midgard}}'' goes the extra mile by having three different ''kinds'' of experience points -- points: combat (earned by fighting), magic (earned by casting spells), and general (earned through miscellaneous actions such as dramatically appropriate skill checks). The main difference between the three types is in what improvements they may be spent on -- most notably, combat XP won't help with more "intellectual" pursuits while magic XP are useless for developing one's physical fighting skills.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The German RPG ''TabletopGame/{{Midgard}}'' goes the extra mile by having three different ''kinds'' of experience points -- combat (earned by fighting), magic (earned by casting spells), and general (earned through miscellaneous actions such as dramatically appropriate skill checks). The main difference between the three types is in what improvements they may be spent on -- most notably, combat XP won't help with more "intellectual" pursuits while magic XP are useless for developing one's physical fighting skills.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''LordsOfMagic'' has you gain experience from killing enemies, with the experience being shared among everyone on your side in the battle, and enough experience points level you up. What's interesting is that if a champion goes to their corresponding unit building and stays there they start training the units that can be created from it, giving them a fraction of their experience points each turn, most efficiently when training units of the same faction and least efficiently with those of the opposite, and maxing out at a maximum fraction. Also, while the level cap is 10 or 12 for lords, experience points don't max out. A lord who's just reached level 12 can only train champions to 5 or 6, but one who's been 12 for a long time and has been fighting ever since may be able to not just train them to 10, but can give them so many experience points that they could go to an untrained barracks and train those units to max themselves.
Is there an issue? Send a MessageReason:
None


* Although present in most ''Franchise/PaperMario'' games, [[AvertedTrope it is totally absent]] in ''VideoGame/PaperMarioStickerStar''.

to:

* Although present in most ''Franchise/PaperMario'' ''VideoGame/PaperMario'' games, [[AvertedTrope it is totally absent]] in ''VideoGame/PaperMarioStickerStar''.
Is there an issue? Send a MessageReason:
None


* 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).

to:

* In ''WolfQuest'', ''VideoGame/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).
Is there an issue? Send a MessageReason:
None


[[RPGsEqualCombat The most common method is killing monsters]], but there are other ways.

to:

[[RPGsEqualCombat The most common method of getting experience points is through killing monsters]], but there are other ways.

Added: 748

Changed: 2

Is there an issue? Send a MessageReason:
None


* In TabletopGame/{{Mordheim}} and TabletopGame/{{Necromunda}} units gain experience for surving and achieving objectives in each battle which can be used to gain new skills or stat increases.

to:

* In TabletopGame/{{Mordheim}} and TabletopGame/{{Necromunda}} units gain experience for surving surviving and achieving objectives in each battle which can be used to gain new skills or stat increases.


Added DiffLines:

* {{Numenera}} assigns zero points for combat. It's a world AfterTheEnd and discovering artifacts from the worlds that came before is worth experience points. Additionally, about once per session per player, the GM is encouraged to use a GM Intrusion to make the game a bit more difficult for players. A player can refuse the intrusion by paying one experience point, or accept it, winning them two points. The player must then assign one point to another player. The number of experience points in the game rarely hit double digits.
* The WorldOfDarkness, old and new, assigned points for surviving, role-playing, and achieving. Rarely was combat rewarded for its own sake - though if combat achieved an objective, it might be worth a reward.

Added: 146

Changed: 1

Is there an issue? Send a MessageReason:
None


** In [[spoiler:Homestuck]] a fridge levels up after being thrown at imps. It makes more sense in-- ... [[MakesJustAsMuchSenseInContext actually it doesn't]].

to:

** * In [[spoiler:Homestuck]] a fridge levels up after being thrown at imps. It makes more sense in-- ... [[MakesJustAsMuchSenseInContext actually it doesn't]].doesn't]].
* In Webcomic/Goblins, XP is a part of the world, including discussions between MinMax and Forgath about whether the GM awards XP for roleplaying.
Is there an issue? Send a MessageReason:
altered the wording of the Darksiders entry.


** ''DarkSiders'' employs an identical system, gathering souls to buy advancements. Fitting, as it was heavily... "inspired" by these games, among others.

to:

** ''DarkSiders'' employs an identical system, gathering souls to buy advancements. Fitting, as it was heavily... "inspired" by these games, among others.a love-letter to the genre itself.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In TabletopGame/FengShui, you can earn 0, 3 or 6 XP in a session for completing objectives and acting righteously cool (most sessions should be 3 XP). Then, the [=PCs=] also get 3 XP a session for each feng shui site they're attuned to, or 5 XP for permanently wrecking the geomancy of a feng shui site that they've never been attuned to, so advancement is tailored to the PC group's ability to gather geomantic power and defend it.
Is there an issue? Send a MessageReason:
Namespace stuff


* The ''SaGa'' games don't use experience points--Human characters simply get an increase to stats related to what they did in each battle--cast a lot, max JP and intellect increases, use melee attacks, Strength and max WP goes up. Monsters and Mechs get stats based on what form they're in and what they're wearing respectively. Mystics change based on what monsters they've absorbed.
** ''{{Quest64}}'' also increases stats just by your in-game actions. Also, the strength of your melee staff attack is based on the sum of your four elements' levels.
* ''FinalFantasy'' games often separate experience gains into XP, which raise the character's stats, and [[TechPoints AP]], which teach them new skills or abilities.

to:

* The ''SaGa'' ''VideoGame/{{SaGa}}'' games don't use experience points--Human points. Human characters simply get an increase to stats related to what they did in each battle--cast a lot, max JP and intellect increases, use melee attacks, Strength and max WP goes up. Monsters and Mechs get stats based on what form they're in and what they're wearing wearing, respectively. Mystics change based on what monsters they've absorbed.
** ''{{Quest64}}'' also * ''VideoGame/{{Quest64}}'' increases stats just by your in-game actions. Also, the strength of your melee staff attack is based on the sum of your four elements' levels.
* ''FinalFantasy'' ''Franchise/FinalFantasy'' games often separate experience gains into XP, which raise the character's stats, and [[TechPoints AP]], which teach them new skills or abilities.



*** The reason the system isn't used in the later entries (apart from ''VideoGame/FinalFantasyXI'', which still uses traditional EXP and levels but awards bonuses to skills based on use) is twofold: one, the system was easy to break (beating the crap out of your own party members was an effective way to boost max HP), and two, the system was at least partly broken to begin with (in the original NES version, a ''canceled'' move would be counted just the same as an executed one: repeatedly selecting commands and then backing out would still provide bonuses).

to:

*** The reason the system isn't used in the later entries (apart from ''VideoGame/FinalFantasyXI'', which still uses traditional EXP and levels but awards bonuses to skills based on use) is twofold: one, the system was easy to break (beating the crap out of your own party members was an effective way to boost max HP), and two, the system was at least partly broken to begin with (in the original NES version, a ''canceled'' '''canceled''' move would be counted just the same as an executed one: repeatedly selecting commands and then backing out would still provide bonuses).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In TabletopGame/{{Mordheim}} and TabletopGame/{{Necromunda}} units gain experience for surving and achieving objectives in each battle which can be used to gain new skills or stat increases.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''TabletopGame/DungeonsAndDragons'', as mentioned, is the TropeMaker. The earliest editions gave you experience from a wide variety of sources - as Gygax envisioned it, combat was something that cost you resources (spells, health, and consumable items), and so was to be avoided. If you raided someone's treasury without dealing a single blow, you were still due a sizable experience reward because it's [[RuleOfCool really damn cool]] that you snuck the enemy's treasure out from under their noses with no one the wiser. By AD&D 2nd Edition this had been reduced to the optional "ad hoc" experience reward tables in the Dungeon Master's Guide, and then by 3rd was a note of advice on ''maybe'' giving players the experience reward for getting past an encounter without a fight.
** 3rd Edition was also notable for turning experience points into a sort of currency for spellcasting classes. Some spells cost experience to cast, and you'd have to spend some experience to make magic items. The logic was that you were putting something of yourself and your power into these spells and items, but it was something of a ScrappyMechanic for a lot of players.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Literature/PerdidoStreetStation'' has a group of monster-hunters show up that are [[ShoutOut clearly]] [[AffectionateParody supposed to be]] a ''D&D'' style adventuring party. They are described as [[DungeonCrawling Grave Robbers]] only in it for "gold and ''experience''."
Willbyr MOD

Changed: 13

Is there an issue? Send a MessageReason:
None


* Used downright horribly by ''{{FATAL}}'' 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.

to:

* Used downright horribly by ''{{FATAL}}'' ''TabletopGame/{{FATAL}}'' 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.
Is there an issue? Send a MessageReason:
None


* The old MarvelComics RPG put out by TSR had Karma. Player characters would get Karma at the end of every adventure chapter if they accomplished mission objectives, which they could spend on either permanently raising attributes and abilities or on modifying dice rolls in-game. Karma could also be contributed to a community pool in order to help your teammates out in a tight spot. However, being heroes, they lose Karma if they fail objectives or do heinous things. They will lose ALL of their experience points (with the exception of any Karma specifically set aside, either before a session begins or after it ends, in a sort of "savings account" toward improving your character later on) if they kill anyone, including villains, and even if it was by accident (thanks to an unlucky roll of the dice, for example). Interestingly enough, the character of [[AntiHero Wolverine]] is the only one immune to losing Karma if he kills someone.

to:

* The old MarvelComics RPG put out by TSR had Karma. Player characters would get Karma at the end of every adventure chapter if they accomplished mission objectives, which they could spend on either permanently raising attributes and abilities or on modifying dice rolls in-game. Karma could also be contributed to a community pool in order to help your teammates out in a tight spot. However, being heroes, they lose Karma if they fail objectives or do heinous things. They will lose ALL of their experience points (with the exception of any Karma specifically set aside, either before a session begins or after it ends, in a sort of "savings account" toward improving your character later on) if they kill anyone, including villains, and even if it was by accident (thanks to an unlucky roll of the dice, for example). Interestingly enough, The rulebook (written quite a few years before the character of [[AntiHero Wolverine]] is NinetiesAntiHero concept would become endemic) actually cites this as the only one immune reason why "murderous" characters like Wolverine or the Punisher rarely add new tricks to losing Karma if he kills someone.their repertoire.
Is there an issue? Send a MessageReason:
Sounds like a tabletop game more, but okay.


* 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.

to:

* ShockSocialScienceFiction, ''ShockSocialScienceFiction'', designed to play out a new ThreeActStory three-act story 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.
Is there an issue? Send a MessageReason:
None


* 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.

to:

* Blur ''Blur'' has ExperiencePoints and CharacterLevels {{Character Level}}s 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.
Is there an issue? Send a MessageReason:
Seems like a personal complaint pothole.


* ''{{Minecraft}}'' has [[ExperienceMeter experience orbs]] that you get from [[RPGsEqualCombat killing monsters]]. Unlike other games that use EXP, the only use for EXP in this game is [[SpellBlade enchanting]] [[ScrappyMechanic weapons]] and tools. These enchantments range from [[CriticalHit higher critical hit rates]], extra damage to the undead and [[FlamingSword adding fire damage]]. Some [[GameMod mods]] add more uses for EXP, as well.

to:

* ''{{Minecraft}}'' has [[ExperienceMeter experience orbs]] that you get from [[RPGsEqualCombat killing monsters]]. Unlike other games that use EXP, the only use for EXP in this game is [[SpellBlade enchanting]] [[ScrappyMechanic enchanting weapons]] and tools. These enchantments range from [[CriticalHit higher critical hit rates]], extra damage to the undead and [[FlamingSword adding fire damage]]. Some [[GameMod mods]] add more uses for EXP, as well.
Is there an issue? Send a MessageReason:
None


* 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.

to:

* In the FireEmblem ''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.
Is there an issue? Send a MessageReason:
None


* The online mode in MetalGearSolid4, uses a slight twist. Each character has levels, and levels determine who you get automatically matched up against, but all EXP is, in fact, based on 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.

to:

* The online mode in MetalGearSolid4, ''MetalGearSolid4'', uses a slight twist. Each character has levels, and levels determine who you get automatically matched up against, but all EXP is, in fact, based on 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.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/CaveStory'' does this for weapon levels; experience (triangular coins) is collected from enemies, [[LevelDrain and is lost by getting hit]]. The Spur is charged up instead of relying on experience and the Nemesis level sup easliy yet gets weaker as it levels up. [[spoiler: In the Last Cave (Hidden) and Sacred Grounds, where all weapons are brought back to LEvel 1, these two weapons will be the most used.]]

to:

* ''VideoGame/CaveStory'' does this for weapon levels; experience (triangular coins) is collected from enemies, [[LevelDrain and is lost by getting hit]]. The Spur is charged up instead of relying on experience and the Nemesis level sup easliy levels up easily yet gets weaker as it levels up. [[spoiler: In the Last Cave (Hidden) and Sacred Grounds, where all weapons are brought back to LEvel Level 1, these two weapons will be the most used.]]
Is there an issue? Send a MessageReason:
None


* Some FATE games, such as the ''DresdenFiles'' RPG or ''Kerberos Club'', track character advancement across "milestones" and story events, where you'd get to change around your stats for minor milestones (finishing a "chapter" of a story), and get bonus Refresh (which controls your pool of bonus "fate points" which you can spend for immediate bonuses like rerolls) on major milestones (finishing a "volume" of a story). Refresh can then be spent on powers, gifts, stunts, and similar bonuses, giving you more power but reducing your fate points and thus your flexibility.

to:

* Some FATE games, such as the ''DresdenFiles'' ''TabletopGame/TheDresdenFiles'' RPG or ''Kerberos Club'', track character advancement across "milestones" and story events, where you'd get to change around your stats for minor milestones (finishing a "chapter" of a story), and get bonus Refresh (which controls your pool of bonus "fate points" which you can spend for immediate bonuses like rerolls) on major milestones (finishing a "volume" of a story). Refresh can then be spent on powers, gifts, stunts, and similar bonuses, giving you more power but reducing your fate points and thus your flexibility.

Top