Today I read a short note about a groovy house rule, where you got XP for inflicting and
receiving hits. Only. (I wonder where that link is gone?) This got me thinking about way back when I was playing MERP/Rolemaster. In MERP/RM you get XP for each mile travelled, for spells cast and for maneuvers rolled for. It also had that pet hate of mine, XP for delivering the killing blow. In group that meant an insane rush when the monster stared to stumble and become stunned. Realistic maybe, but cowardly. It felt like you got XP for just about everything and it was quite a book keeping effort.
What can you give out XP for that makes sense? It will affect play, like XP for gold does. These are mine ideas for your classic S&S game:
- XP for gold spent
- XP for hits taken
- XP for sites and wonders visited and explored
- XP for new facts learned from NPCs
How about that? I'm still undecided about XP for spells invented or magic items enchanted. The latter I'd prefer to be the domain of NPCs and the former makes me think more of Ars Magica than S&S.