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Talk:Experience point

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1969:"Character progression in AD&D games is governed by experience points (XP) that measure how much a character has learned during the game sessions. Gamemasters assign XPs to the characters at the end of each adventure or at the completion of each quest. Defeating monsters, learning a secret, convincing an NPC to help, casting spells, solving puzzles, etc. also account for experience points. The amount of XP awarded is dependent on the challenge. Experience rewards increase as the difficulty increases. To balance the game progression, the amount of experience needed to advance to the next level increases, encouraging players to accept tasks that are relevant with their skill levels. When the experience point of a character has reached a certain number, the character advances a level. Level advancement gives attack bonuses, save bonuses, ability bonuses, hit points, skill points, feats, spells, and class features to a character." 1717:
monsters, that's a pretty clear indication you should go kill things (and, indeed, many video games nowadays try to tell a player that his target is too easy and that the game expects him to fight something else by giving him 0 XP for a kill). Old D&D giving thieves XP for gold stolen definitely rewarded stealing from NPCs and even party members. Similarly, the Vampire XP system is mostly about "gimme" points (you pretty much always get one point per category per session), so it mostly just exists to reward sitting down at the table with the group. Now, I don't want anyone to copy my rather sarcastic comment into the article body, but there should be some note of how XP in games is a way to reward certain behaviors and punish others.
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explained that abilities are limited to prevent using abilities like motor driven gatling-guns against opponents, but there should be valuable awards at the upper levels. In real life, the rewards for being in upper levels centers around organization and command of a number of people and wealth that leads to many good things. There are many perspectives, but you would expect something very nice for reaching level 30 in D&D.
1039: 1342: 280: 218: 1593:. The previous explanation seems more improbable, but I left it there for the readers to decide. The act of giving away your experience does not alter the attribute of mortality, hence it seems illogical and to refer to it as remorting; it could be better described as restarting the character or such. I think that content should distinguish between these two, but I'll re-arrange the section later. 1311: 1679:
extra life' is very unlikely. If Sanders even made that comment, he would more likely have said it after finishing a level of Super Mario Brothers, not after gaining an extra life, which has LEEROY JENKINS of this and more than likely simply isn't true, yet other websites are already referring to this section as truth.--
1986:"You may have defeated some bandits in a subterranean dungeon at level 10, but when you return to the same dungeon at level 30, the respawned bandits are as challenging as it has been when you were at level 10. This may cause the player to lose his sense of achievement and may make the gaming experience less enjoyable." 1863:
Why is power levelling discussed in such detail in this article, while the actual meat of the article is neglected? Power-levelling is relevant to the CRPG section, but not enough to justify the space used to discuss it. This should be moved to another article with a summary here. Or someone needs to
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Since C&C: Red Alert 2, units can become veteran and elite in rank by destroying a set value of enemies, thus increasing their stats (damage, fire rate, armour, speed, range, etc.). Is there an article about this, or should a paragraph be created in this one? (Note: Technically, C&C: Tiberian
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There area large number of powerleveling services, many are reported to operate out of China. Some of these companies are not forth coming with there work, or historically unwilling to resolve complaints. Many will company's use web cites to project an online identity of being much larger than they
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I removed this paragraph. "John Sanders" is not a 'famous video game champion' (no references to him exist outside of this Knowledge article), and the fact that a phrase about 'gaining a level of experience' in an RPG originated by somebody overhearing a random comment in an arcade about 'gaining an
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I would not be the best person to judge that either. It looks rather reliable, what with the two university names and the truckload of references, though it is unclear if it is self-published. I'm still getting the hang of deciding what sources are or aren't reliable, but this looks rather decent.
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Experience points has been used in a variety of games starting with D&D. As each level requires more experience points is good, but at the upper levels there are often not the needed special powers to make the upper levels worthwhile (such as beyond level 20 in D&D). Granted it has been
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I'm really not sure what to do with it, as it doesn't seem to "fit" anywhere in the article as it is currently build. A huge portion of the article is unsourced, though, and I think it should be grounded in more sourced material like this. It might be a bit too much of an example of how XP could
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What about XP as a reward system? The whole reason games, especially if you're talking about pen-and-paper RPGs, give these things out is to reward certain player behaviors. Thus, a game's reward system directly corresponds to what the game expects you to be doing. If you get XP for loot and
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I don't know who wrote all the part of powerleveling and paid powerleveling but isn't it a little biased? Instead of describing the phenomenon, and then its critics, it's just someone giving his opinion on power leveling sucks etc.. I feel its a little unprofessional -- Laguna
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I actively play Maplestory, and for some reason the 'tank acts as a shield' act sounds a lot to me like 'Leeching'; the article specifically mentions 'Grinding', so why doesn't it mention 'Leeching' by name? If there's a suitable explanation, please explain . . .
1922:'Gaining a special, permanent ability upon certain level-ups' is nothing unique to video games; several role-playing systems used them (called feats in DnD) as well. I motion we either change the category name to 'Feat' or 'Feats and Perks'. 1652:
You might expect but you also might not get. I don't have the original rules to hand but I seem to remember that the levels topped out at much less than 30, and the incremental benefits were fairly modest, especially for "Fighting Men".
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The other form involves a higher level character following a lower level character around and helping them defeat monsters either higher level than they normally could or at a much faster pace. This practice is still looked down on by
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I think this is part of the Page is BAshing China a little HArd, No Question Gold Farming is bad and people are cheating But could we Change the first part of the section That is the only part I would think needs any work
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Can someone clean up the reference to morts vs. imms, since imms are most definitely not a generic name for retired characters, but are, in muds, at least, the common name for administrators and staff.
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Whenever I decide to google 'Level (Role-playing)', it only leads me to this page. Should I just make a new article about levels in roleplaying and leave the experience points in this article?
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Sun had this system first, but that one didn't work very well - units rarely ranked up, because the required amount of damage to the enemy was set too high.) --
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And in other news, I rescued the "level-based progression" section, since I could see no reason for its loss in the first place.
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Knowledge articles should not include instructions or advice (legal, medical, or otherwise), suggestions, or contain "how-to"s.
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http://www.ocelott.com/documents/papers/game-challenges-and-difficulty-levels-lessons-learned-from-rpgs-ogut-bostan-en.pdf
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article covering the concept of perks, feats, special attacks and similar abilities within the context of gaming. --
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Agreed. How do you expect anyone to care WTF you think or say when you use the term "WTF." Stupid.
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work, though. It does include a good section on balancing experience in games. For example, in
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should probably be removed? It's also unquoted that the practise is "looked down on". --
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The information about passive powerlevelling is mentioned twice. The second time,
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IMO it might be a good idea to fork the perks section into a separate
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a "howto guide". plus no refs so original research. i tidied it up.
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expand the rest of the article. *ponders* I suppose I could try...
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Thoughts? Please add it if you know a way to make it work!
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I agree with you, although “WTF” doesn’t sound exactly
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Followed by more discussing XP. This is the source:
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