If you want to engage with combat, you do. If you don't, you don't. If you don't want to engage in combat, but you do because of XP, THAT is bad design.
tl;dr version of most of what needed to be said in this thread.
One more thing I didn't address previously:
Intelligent ++ (help others, help themselves in the upper right), Bandits +-, Helpless -+, Stupid-- (hurt others, hurt themselves in the lower left) .
The problem here is that stupidity is negatively correlated with viability and not independent of stat system.
Another problem is that any alignment system is going to be crude and limiting as far as possible character motivations and player agency go, so I'd rather have none, at least for the PC (sufficiently advanced NPC AI may need some framework resembling one).
Only commercial RPG I've played in the last ten years is skyrim. I thought it was an awesome game and if my ps3 wasn't near death I'd still be playing it, but ultimately it is not really an XP based rpg.
Unmodded Skyrim is somewhat mediocre (ok and not a half assed effort oblivion was, but still dumbed down and somewhat lacking), but with the right mods it becomes pretty fucking good.
edit: I am not a fan of table driven rpg implementations--I think that restricts what designers can do. yes yes it is convenient to set a bit mask of flags and a stack of +/- bonuses, but all it does is make making a game a puzzle, which can make playing the game a bit like undoing the puzzle. but...like you say...it's how folks know how to do shit so thats how shit gets done.
Table driven means giving up mechanical advantages of non-PnP medium.
DraQ, I just can't get away from your imagining of a game that could just as well exist with XP in all forms and would be better for it at pretty much every interval.
It would not because goal only XP solves dire problems created by solution specific XP (of which combat XP is a subset) - ability to score multple rewards by nonsensical behaviour, ability to score no reward with sensible behaviour (clever unforeseen solution), grind incentive, encouraging player to game the system rather than play the game.
Since those are solved by taking solution specific XP away, bringing those XP back brings back the problems.
Take the incomplete quests, for example. Under your system you have "stage" completions. Okay, that still doesn't solve anything. It's a bandaid solution that just makes the system look a little self-aware that, yes, quest-only XP has a giant flaw so you get laddered XP instead.
It's not a bandaid solution. It's straightforward evening out the XP flow. Duh.
Being made to tell the quest-giver, no matter what if you want your XP, is pretty fucking lame and 100% destroys any sense of freedom.
Again, you're fighting a strawman here. There is no requirement which quest stages should yield XP.
If you, as quest designer, determine XP should be given after solving the ogre problem, but not after turning quest in, you make it so.
In the end it boils down to quest design being shitty/good if it's shitty/good. Duh?
Seriously, though, what would staged XP be? A big reward post-ogre killing? Sounds exactly combat XP to me, except you just tagged it onto a questline instead of open world exploration.
A big reward post
solving the ogre problem.
If it's by killing you can consider them kill XP but they might as well be diplomacy XP or slipping laxatives into ogre's stew XP or arranging for ogre getting nommed by a dragon XP.
The difference is that you have one XP condition tripped exactly once no matter how you solve the problem, rather than multiple independent rewards, some systemic (kill XP) some not (diplomacy XP), player can pick based on completely out of character considerations (whatever yields most XP) and backtrack for to collect them all, or most of them (even if they should be mutually exclusive) by engaging in silliness.
So you have a simpler system with less design overhead, that is also more effective, exploit proof and easier to balance.
You go into a dungeon on one quest, kill a high-end monster from another quest, but technically there's no ladder for it, because you're not on that other quest, so you receive nothing.
See Morrowind's solution to somewhat analogous problem - quest stages can be triggered independently so you can end a quest before you have started it and be rewarded accordingly.
So again, no.
The only way staged XP would work silky smooth is if you make the game linear as fuck - which, apparently, you want...?
Nonlinear game can still have linear critical path (because critical path, no matter how branched and convoluted the quest is, is linear by definition - it only consists of stages that must be present in any walkthrough), and can also feature side-content that's either something player will want to complete regardless of build and agency or something you can force on the player - like an ambush - not necessarily at rigidly pre-determined point (so XPs can be awarded without skewing player's motivation).
And the ultimate worst case scenario of "met end-boss of dungeon, can't do it" does not get solved by your solution either. Unless "walked outta dungeon like a faggot" is a staged quest reward.
Reached dungeon level...
The player who would prefer to fight his way to being a better party has a lot of options stripped away.
Why? They take quests and find anything that might be interesting (quest doesn't need to be something an NPC wants you to do) and fight their way through becoming better in the process.
The player who wants to ditch quests has options stripped away.
He already does if the game isn't a TES style massive sandbox, so no big deal.
Derping respawning bears for XP in rectangular chunk of forest isn't an option whose loss anyone sane would mourn.
Only the story-fag who sees combat as an interlude between narrative setpieces is going to be easy-peasy with your system.
What about an option fag who sees combat as one of many possible solutions to the problem?
Honestly, game design that removes player options has always pissed me off.
Kill XP effectively makes either non-kill solutions or any sensible solutions (including straight combat) as opposed to nonsensical ones (sneak by, backtrack, negotiate, kill anyway) less valid, making them bad options.
When your design pretty much flags *every* sensible playstyle as inferior it has a big problem.
im pretty sure it can be implemented easily.
Prove it.
Sketch out your easy implementation.
How would you know if you havent read a guide?
Scumming.
Besides, It doesn't take a genius to notice that kill XP > 0XP and that sum of XP for all individual solutions > XP for any single one of them.
Outcomes of wut? elaborate.
Outcomes of my decisions. If I knowingly take an inferior option then I don't care about it being inferior.
Expertise doesnt grow on trees, you need to do shit to get better at shit.
You want a use-based system, then.
Why give exp? just award levels at arbitrary points, exp is redundant in the system you propose.
Not if the critical path has concurrent sections (stuff you can do in any order). It also doesn't account for stuff you can force player into out of critical path (like an ambush) or goad player into (optional goals like finding info about main antagonist, or wtf is happening in the MQ).
Exp is more flexible because it allows you to control the amount of it you dole out.
Even better, just award stats
Stats are not linear. Mage will develop differently than fighter (unless a muscle wizard).
Yes, because the thief doesnt only get better at picking locks and because the thief is bound to pick a couple locks/disarm a couple traps (action based xp! it works again!!).
What if you choose to trip the traps instead with warrior with protection spells cast on him, preferably in combat if they are AoE, to use them against enemy? What if instead of picking the lock you bash it with your fighter?
Getting xp for a quest that makes you fight a band of trolls, but not getting it for fighting a band of trolls without the quest is neither honest nor consistent, its pretty fucking retarded.
Reality proves you wrong as otherwise I would have leveled up by now.