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<blockquote data-quote="Aldarc" data-source="post: 7754352" data-attributes="member: 5142"><p>Sure, but this is not a problem that I would likely encounter given that I generally use milestones anyway. Nor have I ever encountered the timid playstyle from milestones that you fearfully predict that this engenders. But there are ways to create character and campaign-specific milestones and milestone rewards. </p><p></p><p>Dungeon World for examples rewards XP via the Bond/Alignment System. Does your character achieve what they are wanting to achieve or embrace a particular aspect of their character? </p><p></p><p>Players in Fate have an array of milestone rewards: short-term (~end of a session), medium-term (~end of a scenario/plot event), and long-term (~end of a campaign arc). And they can "advance" their character in different ways depending upon the milestone (e.g., rewritting their aspects, getting a new Fate point/stunt, etc.). </p><p></p><p>Meanwhile, the Cypher System (primarily Numenera) attaches XP to discovery (e.g., ancient relics, creatures, community-building, etc.) and accepting GM Intrusions. It would be odd for XP to reflect your personal contribution in such a framework. </p><p></p><p>As an aside to the entire discussion, I increasingly find it peculiar - though it makes sense as a relic of XP = gold - that XP charts use such high number values. Why couldn't or doesn't D&D just deflate the values, even if just one decimal place? Both in terms of what is required and what monsters selflessly sacrifice for player advancement. For example, why does a baboon (challenge rating 0) need be worth 10 XP? Why not make that 1 XP?</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7754352, member: 5142"] Sure, but this is not a problem that I would likely encounter given that I generally use milestones anyway. Nor have I ever encountered the timid playstyle from milestones that you fearfully predict that this engenders. But there are ways to create character and campaign-specific milestones and milestone rewards. Dungeon World for examples rewards XP via the Bond/Alignment System. Does your character achieve what they are wanting to achieve or embrace a particular aspect of their character? Players in Fate have an array of milestone rewards: short-term (~end of a session), medium-term (~end of a scenario/plot event), and long-term (~end of a campaign arc). And they can "advance" their character in different ways depending upon the milestone (e.g., rewritting their aspects, getting a new Fate point/stunt, etc.). Meanwhile, the Cypher System (primarily Numenera) attaches XP to discovery (e.g., ancient relics, creatures, community-building, etc.) and accepting GM Intrusions. It would be odd for XP to reflect your personal contribution in such a framework. As an aside to the entire discussion, I increasingly find it peculiar - though it makes sense as a relic of XP = gold - that XP charts use such high number values. Why couldn't or doesn't D&D just deflate the values, even if just one decimal place? Both in terms of what is required and what monsters selflessly sacrifice for player advancement. For example, why does a baboon (challenge rating 0) need be worth 10 XP? Why not make that 1 XP? [/QUOTE]
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