i did not notice in Obsidians presentation any xp for sneaking past spiders to get to the ogre in cave
Did you notice any XP for beating them?
Problem. Solved.
XP does devalue over time because each level costs more. In F:NV it won't take non-combatant player long to catch up with a player that kills every gecko around Goodsprings, because those early XP gains become insignificant pretty fast.
Fair point, but any XP gain remains useful throughout the game, compare with some +1 dagger that was phat lewt at the beginning, but turns into near worthless vendor trash towards the end. Even without excessive loot inflation, you're going to have enough choice towards the end of the game, that part of even the unique/powerful loot will have to be pawned off and will become irrelevant.
I'm not convinced people actually do this outside of Josh Sawyer's nightmares.
Summoned
mondblut .
Anyway, like Volourn said, the game shouldn't be balanced around those people. Let them have their degenerate fun.
No, the mechanics should be balanced around working and not having completely cheesy loopholes, otherwise you're essentially larping the rules.
I can and have done this (in TES, for example), but given the choice I'd rather not, and would prefer to have mechanics that works on its own, so let them not.
If your mechanics relies on player enforcing the rules out of their sheer goodwill, then you might as well not feature stuff like HP, but let player decide when they took too many hits and have 'lost'.
How is that bribing?
You get rewards for completing things, that's a pretty fucking standard game mechanic.
You get reward for things that are worth completing you don't for things that are not.
Why skew this with metagame rewards? Let the player decide if a quest or activity is worth their time and resources, let the game respond accordingly to the quest or activity undertaken - with loot, information, reputation or changing the state of the gameworld in a way that player might find rewarding or punishing.
XPs are abstract, metagame reward that feeds into abstract character development system. Unless you give them out for the actions player is meant to take unconditionally - AKA main quest critical path - you're skewing player's cost/benefit calculus.
Don't want an abstract system? Implement good use based system instead - the problem is that it's hard, complex and involves work. If you make a goal-centric experience without nearly as massive and open world as, for example TES, it might turn out to not be worth the effort (and risk of failure - see TES' less than stellar implementations).
Alternatively you might not implement any character progression system at all, and make gear/specific knowledge (like spells or combat techniques learned from particular sources) and reputation the only power multipliers and gating systems available, or make all progression based on NPC trainers.
"Bribing" only enters the picture when you reward completing the same thing differently depending on how you completed it, not because you completed it more/less successfully, but because the developer wants to encourage you to take a path he knows to be more shitty than another path.
For example helping the dirt poor villagers get rid of dangerous band of brigands (which may involve losses in your party or at least wasting critical supplies) in exchange for "thank you" and warm breakfast (
and a handjob).
Let the player assess if the gratitude of villagers is worth the risk instead of trying to force action by bribing them with vital irreplaceable currency of XPs.
The question here isn't "why not reward differently" but "why would you ever reward one path to the same objective differently than another path unless there were clear states of success/partial failure involved?"
This extends to determining what is actually, unarguably, an objective.
Well, pnp solved this by giving bonus exp to characters for doing stuff they should be doing, 10 xp to thieves for each gp worth of stolen property, 10xp per hit dice of enemy beaten in battle by the team, mages got exp for creating magical items and new spells, etc.
Well, you could have a system that would give out XP on by-class basis - fighters would get kill XP, thieves would get XP for 'acquiring' loot, wizards for learning new shit and so on.
It would however end up being quite complex and might require as much balancing efforts as use-based would (being effectively a weird, class restricted use based).
Goal based XP has the advantage of being dead simple and trivial to balance.
I'm a use-based person, but I can see the advantages of exclusively goal based XP and since XP is inherently abstract it beats traditional XP based systems at all fronts.
but never met a diplomat that could go toe to toe with a boxer, no matter how good said diplomat was.
Have you ever met a boxer that could beat an experienced diplomat at diplomacy?
Yep. You get XP for overcoming challenges.
Where "overcoming" means "whatever gets the job done".