Quote:
Originally Posted by Badwe Regarding the incentive to mindlessly charge into any encounter for XP: this has always been problematic for RPGs, at least as far back as I know. My solution has always been that if you overcome or effectively neutralize the encounter, you get the XP. If you talk your way out of a fight, sneak by them, or even manage to run past ambushers on your way to your main goal, you get the XP. Of course, if later you encounter that same group... you get to kill them for no bonus...
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...4th edition is not designed for inter-combat attrition... |
I agree that redefining the term "defeating an encounter" goes a long way to rewarding styles of play beyond just combat... AND it means the players can do those actions, like steal, trick, form alliances, etc and still gain experience points for it, without reverting to the 1gp = 1xp model of OD&D. The XP budget system and encounter system is too integral.
Regarding the other point, Wandering Monsters... wow, I had a bit of an epiphany after reading your bit. If you consider Wandering Monsters primarily as sources of attrition, they're not too useful in
4E. (Haha, who remembers 'Wandering Damage' from an old Dragon April Fool's Article?) I like the idea of wandering monsters helping to simulate a dynamic environment, but I'm also rethinking they need to be accounted for in both the XP budget, parcel system, and design goals of the area - I think I'm going to have to track down that bit about Wandering Monsters as Skill Challenges, too. Good stuff man!