I never really liked the experience system from 3e. The whole idea of awarding expo based on encounter level relative to character levels seemed like too much work. If the players are much higher in level than the encounter, odds are the encounter expo is a pittance compared to a level appropriate encounter. Why do math to tweak it more?
At the same time, the classic method of awarding expo for gold retrieved during an adventure (and magic items back in AD&D) seems very contrived to me. I'm using it in ACKS, as it is very much a part of the core system, but that doesn't mean I'm happy with it.
Dungeon Crawl Classics takes a different approach. You get expo for surviving an encounter. Maybe you defeated your foes. Maybe they escaped. Maybe the trap went off but you still managed to survive. Perhaps the party fled, with the idea that it is better to run away, to live an adventure another day. All the above give expo. I like it.
The simplified expo system also applies to the numbers themselves. It takes 40 expo to go from level 1 to level 2. Simplified number keeping is never a bad thing.
I'm interested to see how this plays out after repeated play.
Adapting North West of Earth By C.L. Moore - Orbital Decay (MicroRed
version) From The Red Room & The New Flesh Rpg - a D100 Random Martian
Encounter table with Space Wrecks and Abandoned Star Ships
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In the classic planetary romance tradition of Leigh Brackett and C.L.
Moore, Mars and its surrounding orbital lanes are a cosmic graveyard.
Millennia of s...
3 hours ago

I have realised that Lamentations of the Flame Princess is probably my favourite version of D&D, if there is one thing I don't like about it, it's that it retains that experience-for-loot system.
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