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« on: July 15, 2011, 09:33:38 PM »
Brendan, I would have to agree with what Sage and Tael are saying. It seems to me that what you want is a hybrid of three games (Lady Blackbird, AW, and D&D). And what are you asking for from the experience system is not a simple change, but instead a major overhaul to the system as a whole.
The reason why the keys in Lady Blackbird works so well for that game, is specifically because all the characters are pre-gen. They have abilities and backstories (vague though they may be) that are already decided and provide a very specific sort of experience within the game. Tying experience to the highlighted stats and alignment is a proven system (as it is done in AW). And as far as changing the amount of Xp needed for lvling, it follows the progression of 3.5 and oldschool D&D. As it is, in my last game I don't believe that there was a character within the party that did not get 2nd level and then some in the first session (which was a 3.5 hour session). If you want better XP gains within your game I would suggest talking to your DM and explaining what it is that you are looking for (in the case of a fighter that would more likely than not be chances to whack people with your weapon of choice).
If you want custom moves that would allow you to change which stat you are using, in order to accomplish a goal by alternate means, I'd talk with my GM about it. Roleplaying in general has a long tradition of house-ruling and rules-drifting to cover for eventualities like the ones you are talking about. And as Sage says, it's hard to attach stats that come from D&D to some moves. I see this as an opportunity for the DM to exercise his right to interpret fiction and make a judgement call. However, as Tael says, if you are playing for a high XP total at the end of the session, you are not immersing yourself in the fiction. Act as your character would, and if you get more XP, awesome.
I'm not entirely sure what you are asking for with Gladiator is something that is immediately necessary. It seems to me what you are wanting is an ability which gives you a combat advantage that I'm not sure is needed. Looking at Gladiator the way you are seems to be a rather narrow interpretation of the ability. If you can take the +1 to your damage and you wanted to loosely interpret the wording, then any time you are fighting and someone is watching the fight rather than joining in, you've got the bonus (so long as your DM agrees). Like you yourself said, the Gladiator ability it seems revolves around the fiction more than being bonus-centric.
And in response to your last question, I don't necessarily believe that you are playing the wrong game, but from what I understand of the system for TSoY they are built to do different things. In my experience at least, the DW system gave my group a rules light oldschool D&D-esque that was fairly fiction-centric. But please take my comments and opinions with a grain of salt, as they are based off of my own experience with this system and gaming in general.