Stop underestimating learning by doing man
Yeah, I'm sure you're a big fan of the awesome non-linearity of true RPGs like The Witcher, but when you say that an adventurer "adventuring" is stupid you pretty much have won the dunce cap.
(Guess what amuses me the most here.)
Nope, using them makes them better at using them, more precise incantations, more precise quantities of ingredients, better hand gestures, better entonation, everything tested in stressful situations. Throwing grenades makes you better at throwing grenades, but you also get to exercise your knowledge in explosives, because you can give a more precise purpose to each grenade... put them where you know it will hurt the most, because youve studied this shit. Again, tested in stressful situations.
At best this is grounds for splitting magic skills into independent battlemage skills (practical use of known spells in crisis situations - AKA throwing 'nades) and wizard skills (understanding of spells, their creation and underlying magic as well as ability to learn new ones - AKA explosives design and chemistry).
The thing that differentiates magic and 'nades is that you need the second skill to use magic at all (even if you may also need the first one to use them effectively in stressful situation without fumbling or backfiring) and you can't hone it in battle.
Why not? why cant you learn and uncover secrets, take shortcuts and make your way into an amazing archamage in a matter of months?
For the same reason you can't go from high schooler to university professor in the matter of months. Duh.
An ancient wizards was probably going through those few months over and over again over the course of the last few centuries or a millenium due to having no life. You're not chasing a guy who is standing still. You're chasing someone who's been running longer than your grandgrands have been alive and presumably damn fast too.
Even if they did hit the wall, if it was located remotely early in their career, then old and powerful wouldn't be near synonyms when it came to wizards because you'd actually get more young ones - just at the point of hitting the wall but without their numbers having been whittled away by all sorts of accidents and hostilities - remember, every wizard was young once, but not all of them will be old.
And this glances over the point that the wizards shouldn't be getting points for mundane shit including mundane use of arcane (like fireballing a bunch of wolves into fine mist) - if you do become badass archmage in the matter of months that's because of all sorts of special circumstances like finding ancient places of power and unearthing forbidden lore which is something no amount of blown up wolves can replace - another nail in the coffin of kill XP (at this point it probably looks like it pissed off the ranger from Quake, but I digress).
Goal xp is not exploit proof
It is, demonstrably. It's one of the exactly two things it does well.
Feel free to prove me wrong by showing an example of an exploit that involves neither a strawman or obvious design mistake (like having every fetch quest giev XPs).
it also creates scenarios where players get stronger by running away from shit.
Not if the shit is actually doing the job of being in players' way towards objective.
Then running from shit moves you away from XPs.
Of course figuring out how to move past shit or get shit out of the way does yield XPs because it should, duh.
Encountering the same group of bandits even if there are more of them wont yield as much XP because my guys are more familiar with their tactics.
I too don't think you should be able to EXP in afterlife.
What is an "adventurer" ? In game logic pls.
And yes, "adventuring" for no reason is all kinds of stupid.
This. Adventuring != seeking random shit to kill for no reason.
The 'R' in 'RPG' stands for 'Role' not 'Retard'.
That's akin to saying that if you didn't slaughter absolutely every living thing you came across in IE games (massacring whole towns/villages and such) it means you didn't enjoy/care about combat in those games.
Combat is contextual, XP are all the same.
And XP non olet.
Grinding XP in CRPGs doesn't "wreck your car", mutonizer. I understand you'd like it if DID wreck your car, ie, if the developers made an effort to create some kind of realistic, non-"artificial" consequence to the player engaging in wanton slaughter.
But they're not gonna. Because why bother? As DraQ will tell you, XP for combat is itself an unrealistic mechanic. It's asking for a bandaid on a bandaid.
Also, sometimes it's hard to envision meaningful consequences for some actions - no matter how you try a bunch of random wolves is going to be a bunch of random wolves, it's hard to make up meaningful and yet logical negative consequence for doing them in. OTOH, take the artificial reward away, and having nothing to gain but mauled dong suddenly becomes good enough disincentive against just running around seeking random wolves to kill, add the artificial reward and mauled dick becomes small price to pay for another small step towards demigodhood.
That's what pisses me off in proponents of "traditional" mechanics like XP or HP system - they insist on broken shit then try to clumsily fix problems that wouldn't exist without stupid and clearly broken shit in the first place. Bonus points if their fixes introduce other problems that need to be fixed as well - bandaids all the way down, man.
In a few games which didn't award xp for killing I still kill everything - because of the loot, don't they forget it?
That degenerate gameplay is different, it must be made more convenient with no weight limit and an infinite stash
That's why I have no respect for so called professional game designers.
One step forward, double flip over the railing and down the stairwell back.
It's as if they actually wore buckets on their heads.
It's pretty funny that the same people who keep praising this as the solution to filler combat don't realize that they'll get the very definition of filler combat. No reward, no goal, no nothing, just in your way to pad the game length.
BUT IT STOPS YOU FROM HUNTING RANDOM MOSTERS THATS AWESOME RIGHT? But what about the monsters that are in your way? Ah well, let's waste the party's resources on them because hurr durr amirite?
Freedom is slavery bro.
Well, removing combat XP entirely (in a supposed BG/IWD successor) and tying character advancement solely to sidequests could be considered extreme. A more moderate way would have been say having quest XP dwarf combat XP and have certain type of enemies stop giving XP after you reach high enough of a level, the way it was in Witcher 2 for example.
Or you could remove the actual problem instead of building a bandaid tower.
It encourages avoiding (non-sidequest related) combat and "degenerate" gameplay of it's own (for example kill the tough non-quest related monster in northeast, see that it doesn't carry anything of value, reload and don't go there anymore).
That's the problem with save system. Rewarding player for completely pointless, risky and resource consuming combat encounter just because they will reload otherwise is retarded. Just because you can't punish them effectively for carelessness, doesn't mean you have to reward.
And if you do want to reward, put a body in monster's lair with a good item or quest hook. Or let the player take monster's body part to impress the ladies and gain +rep as a badass. If it was dangerous and hard to kill it's pretty logical thing to be able to do.
Or raise the monster if you're necromancer and have badass undead pet. Etc.
If you don't want to reward, then maybe instead of having monster sit around at one spot have it move around and make it initiate the combat. Beter yet, let it spot and stalk the party before the party can spot it - with any lack player will have saved when the combat is already nigh inevitable. Losing might not be fun, but the most memorable and fun experiences are when player gets fucked and have to get themselves out of deep shit. Without crisis there is no relief no satisfaction - even everything going just as planned isn't so rewarding if it couldn't possibly go otherwise.
In any case I consider monster sitting in remote corner for no reason to be failure in location design not permissible in a game with meticulously handcrafted places and encounters - even if it does just sit there it's trivial to make it play some role in the context.
Besides, you could ask similar questions about PoE, why shouldn't I try my hardest to avoid every fight that isn't quest related?
What if avoiding the fight is going to be harder or more time consuming than engaging in it? What if there is no quest related to it, but some loot you can't really get while bypassing it? What if your build doesn't give you opportunity to avoid it?
Combat or lack of combat aren't goals in themselves. There are means to an end. Sometimes it's better to kill something than to have to find a detour. Sometimes it's the other way around.
Why should I refuse any quest (only source of XP/Character advancement) no matter how boring it is or how much it goes against my character concept?
This is no kill XP thread, not Josh is infallible god of game design thread.
I firmly stand by my position that XP should be assigned to goals in smart way and not every quest stage nor every quest should yield XP.
MQ, optional major quest tying into MQ with good universal motivation, finding a forgotten temple of ancient lore, surviving an ambush (in any way)? Probably should.
A quest to bring a farmer 10 bear asses for a thank you and hot meal, that egg quest a druid should object against or handing over a quest after already doing (and getting XP for) the hard part? Probably shouldn't.
People don't love the Fallout games and Baldur's Gate for the degree of freedom they give players? News to me. Not railroading progress != Bethesda style hiking simulator.
Why do you mention BG in one sentence with Fallout?
It has always bee a game of empty same-y wilderness and arbitrary travel restrictions juxtaposes with pseudo-free roaming gameplay (can't Cloakwood because you aren't far enough in the MQ).
Comparing it with Bethesda style hiking sims is doesn't really help BG either - at least in Bethesda hiking sims you have proper open world structure and sometimes (as in "excluding Oblivion") even proper exploration based gameplay.
Everything should give XP in some shape or form.
If I kill something, I should get xp.
If I disable it without killing it, I should get xp.
If I sneak past it, I should get xp.
If I talk it down, I should get xp.
If I convince someone to deal with a problem for me, I should get xp.
What you do is what you experience and you almost always grow from it. If an encounter doesn't give xp then it's filler and bad game design, worthy of being removed. Inane, xp-free actions should be kept to a minimum as I already deal with inane, pointless, experience free crap in real life.
And if I sneak past, then come back to talk, disable and finally kill -
QUAD DAMAGE!
I mean XP.
OTOH if I get XP for getting past it, then no matter if I kill, sneak, talk, disable, hire, or pile crates to hop the fence I get muh XP once and exactly once regardless of the solution and whether or not it was predicted by the devs.