Not a carrot, just a representative of natural progression. People does shit, they get better at it. Its not a fucking mind game, its how it works.
So if you stab a lot of kobolds you get better at picking locks or arcane magic?
This kind of shit is why it's so difficult to take you seriously.
If you want "natural progression" then you sure as fuck shouldn't be using XP based system.
Kill XP is effectively "the worst of" combining most disadvantages of goal only XP system and use based, while only inheriting simplicity goal only XP already provides as its sole upside.
And outright dont give xp for fights that are in no way dangerous to them.
Giving XP based on resources expended, HP lost and so on, is an idea of sort - up until the moment your players start standing there and taking it up the ass from a goblin or rat, while spamming healing spells, to earn eleventy bazillion XP for their epic battle.
Whatever can work in a PnP will probably not work in cRPG because once you frontload your mechanics into the game you will no longer be there to rocksfalleveryonedies your players if they start abusing it too much.
tl;dr:
XP must flow because cRPG players are lowest common denominator instant gratification junkies.
Sadly.
The message of kill-XP systems is: do anything and be rewarded for it.
If only. Sneak past enemies or devise clever way to bypass them, and poof go your exps.
I've been playing PoE beta, Obsi tells me to roleplay, so I pick the evil druid chick and start going through quests, and one of the first quests is to steal dragon egg for a trader to make some uber potion or an omelet or something. Me and Faldorn in BG1 would slapped the bitch with a scimitar, killed her for some XP and grabbed her stuff, and walked away; but in PoE every time I say "no", I lose XP.
And that's why you shouldn't get quest XP outside of critical path, with possible exception of those major sidequests that are constructed in such way that no character would be willing to bypass them.
The problem lies with the player, not the system.
Just like it was the case with Oblivion, right?
This is bullshit "roleplaying". How about if I'm roleplaying an RPG player that goes everywhere and does everything possible to increase the power of his party?
Then in a sane system you wouldn't engage in activity that wouldn't confer actual benefits. Pointless killing is just that - pointless (just like pointless sidequests, so way ahead of you).
I'm not saying no kill-XP increases freedom.
Actually it does, at least in practical sense, because it removes relative disincentive from multiple valid and sensible approaches, while only adding disincentive to one that doesn't make much sense.
Of course you should not be given XP for rejecting a quest. But what are you complaining about, exactly?
That in a kill-XP based system you would still get the XP for killing the mini-dragons guarding the egg (or whatever) despite saying no to the quest?
So, make getting the egg a mini-quest on its own, which you can still do despite saying no to the trader.
Problem solved, no kill-XP needed. You would just miss out on the monetary reward from the trader.
Better idea - don't give XP for any quest or objective you aren't absolutely sure will fit *any* viable character or party player may build.
For example:
A quest can be something as small as "survive that random encounter".
fits the bill perfectly - any viable party or character will attempt to survive an ambush/hostile encounter, so if they get out of it alive them XPs can come KA-CHINGing.
Great way to even the progression rate out in a goal only XP, BTW. Of course if you can do anything to prevent ambush (for example by stat check) it should already check the quest out and also count as its solution despite ambush not occurring.
Basically what you want is to have everything tied to something else "so it makes sense" which pretty much means no exploration or actually doing anything on your own but following the developer's guidelines.
Yeah, right, because exploration only works with kill-XP. Seriously?
I felt a great disturbance in the Force, as if millions of Morrowind players fell out of their chairs laughing until they ran out of breath and were suddenly silenced. I fear something hilarious has happened.
What doesn't make sense about exploring and finding enemies? Once you find them, you kill them because they attack you. Very simple, no other reason needed.
What if they don't attack you? Or what if you can sneak up to them to observe them unnoticed? Surely you'd learn more this way than just running at them waving your sword, even if you'd decide to not fight them afterwards.
It will increase grinding of shitty quests and you will do quests that don't fit whatever Lady Of The Forest you're roleplaying because otherwise you will lose character progression.
Again, way ahead of you.
thesheeep said:
Let's imagine I did not already post a solution: What you would probably do if there were kill-XP is, say no to the quest as it doesn't fit your character, then go there killing everything anyway because it yields XP. Again, great roleplaying experience.