this post was submitted on 14 May 2025
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Hm, the first session I ever ran I had this mentality. The session would entail meeting in a tavern, talking to the locals to gather info on a nearby tournament, and get ambushed on the road by undead. I had listed out every bit of XP that my players could earn along the way, plus a little over in case they did something cool. Both combat XP from killing monsters, as well as passing planned social and exploration checks and player-initiated social and exploration checks.
It was hell. I had a spreadsheet on one screen checking boxes to automatically add stuff (so as easy as it could be), for even the smallest stuff possible. The XP was shared as well, so I wasn't even counting each player individually. The very next session I decided I'd start doing narrative level ups instead.
The problem with XP systems, especially the ones like Elder Scrolls which levels skills through use, is that it adds a ton of homework to the DM. On top of prepping encounters, quests, maps, NPC's, oh-shit situation scenarios, etc., doing XP is a bit much, at least for me.
Part of the entire reason I moved away from DnD was the level up system. Savage Worlds is much better in that regard, since on an advancement players can upgrade combat skills, social skills, exploration skills, or gain the equivalent of feats (or remove what would amount to anti-feats) after an important story beat - all from the same point pool. So, an advancement could be achieved after a particularly important conversation or exploration event, and result in non-combat skills being upgraded.