Nyarlathotep5150 said:
For that matter, what is up with every good D20 game forgetting to add an XP system?
You're looking for a regimented system, and I think what the Conan game is trying to do is be flexible for a GM's tastes and requirements.
If you want a regimented, tit-for-tat system, then design one. There's good advice in the posts immediately above this one.
As I said, in my own campaign, my "system" is to consider that an average person will gain about 1000 XP in a game year when doing an average job. I weigh the enounters my PCs have against this rough rule of thumb.
For example, the PCs in my campaign are all Cimmerian Barbarians (my campaign is very story driven). Using the rule of thumb above, an average barbarian in the clan will earn about 1000 XP a year doing his normal duties--the occasional fight or raid across the border, hunting, fishing, scouting, weapon making, etc.
And, I also weight he XP vs the story (if the PCs do something that has little impact on the story, they'll get less XP than if they did something heroic that pushes the story forward).
A couple of examples of how XP will change, depending on the circumstances (and, I believe that this is the sort of thing intended by the game rather than a regimented system as in 3.5E D&D).
Example 1
The PCs go hunting. This has little to do with the main story--just something the PCs wanted to do, and I, as GM, am trying to keep them obliged and involved in the game.
So, we play out a hunting encounter, and the PCs run into a pack of wolves. A fight ensues. The PCs are victorious.
I may give out 25 or 50--maybe 75 XP--depending on the danger of the episode. If it wasn't very dangerous, and the PCs easily took out the wolves, then the award is 25 XP. If it was an average fight, they'll get 50 XP each. If the PCs were out matched (as with 1st or low level characters), then I might award 75 XP.
Example 2
The encounter is the exact same. The PCs go hunting and run into some wolves. But, during the fight, one of the PCs acts extremely heroically and saves the other PCs. Then, the player of that PC takes one of the wolf hides, cures it, and and uses his skill to make it a kilt for himself. The other players start calling him "Caelis Wolf-Killer".
Well, OK, now....although it didn't start out that way, the encounter now is starting to have an impact on the story. Maybe one of the other PCs--one that got mauled, now has a phobia of wolves now that he role plays into his character--but, being a Cimmerian, this is not something he wants the other PCs to know.
With the one encounter, we've started creating something, story-wise. The "character" of the characters is being built.
This is worth more XP. We're impacting the story.
I'd give each PC 100 XP for this encounter (or, I might give the ones affected, story-wise, 100 XP, and only 25-50 XP for those for which it was an average, everyday encounter).
Example 3
This is the same scenario, except that part of my adventure plot inolves the wolves. Wolves have been harrassing the clan's mountain goats. The PC's know this, and when they run into the wolf pack on the hunting expedition, I'll watch, as GM, how the players react to this.
If they move in the direction that benefits the story (that is--to move to eradicate the problem the clan is having by killing the wolves), then the encounter is worth even more XP. I might award 150-250 XP, depending on it all plays out.
Example 4
Again, we're looking at the exact same scenario: The PCs go hunting and run into a pack of wolves. But, from a story perspective, I've been building up this one particular wolf that the PCs have come across a coupple of times. He's a big sucker, with a white streak of fur running down his snout on an otherwise totally black fur covered body. This wolf is called "one eye" because he's missing an eye that was scratched out in some previous fight.
And...one of the babes of the clan went missing, and then was found, dead, mauled by a wolf, just last week. The clan suspect it was old one eye.
If this happens during the PC's hunting trip, then we've got a major story point being addressed. Maybe, as GM, I've set up how killing this wolf will trigger later story events (a Hyperborean Witchman, hiding out in the foothills of the Eiglophians, has been using his magic on this wolf to see out of its eyes--and is doing so when the PCs kill one eye and his pack), then I might go over the 250 XP mark that I use as a usual max for encounters. I might award 300, or even 500 XP for the encounter, depending on how important I thought it was to my over all story.
Remember, 500 XP is about the same amount of experience a person gets with an entire half year of normal encounters--awarded from one encounter! So, if you award that much, make sure the encounter was something amazing, revealing new insights about the story or the characters.
Do you see what I mean? I, personally, think the Conan game works better like this (as I think it was intended) than by having a regimented XP system where the combat with the pack of wolves is worth the same amount of XP no matter the other circumstances.
Get yourself a good rule of thumb, and then apply it to the game, adjusting it depending on what happens in the game.
In all four examples above, the same PCs meet up with the same pack of wolves, but the circumstaces become different quickly, changing the value of the encounter.
In short: The GM should judge how valuable an encounter is to the entire game.
EDIT: The XP awards in Betrayer are about the same as you see in Trial of Blood.