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Wandering Monsters 01/29/2014:Level Advancement...
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<blockquote data-quote="Keldryn" data-source="post: 6253718" data-attributes="member: 11999"><p>This is where I stand as well. Awarding the majority of XP for combat tends to encourage PCs to fight everything that they encounter, which in turn contributes towards that whole "5 minute adventuring day" issue. </p><p></p><p>I see XP for gp as a very rough version of goal-driven XP. A well-designed adventure would typically place all of the high-value treasure in a well-guarded location, which required the PCs to overcome significant challenges in order to obtain (and possibly in order to bring it back with them as well). Sometimes these rewards would be given to the PCs upon completion of a goal or quest.</p><p></p><p>It wasn't the most elegant system, but it was simple and it emphasized that the risks of direct combat were often disproportionate to the reward.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 6253718, member: 11999"] This is where I stand as well. Awarding the majority of XP for combat tends to encourage PCs to fight everything that they encounter, which in turn contributes towards that whole "5 minute adventuring day" issue. I see XP for gp as a very rough version of goal-driven XP. A well-designed adventure would typically place all of the high-value treasure in a well-guarded location, which required the PCs to overcome significant challenges in order to obtain (and possibly in order to bring it back with them as well). Sometimes these rewards would be given to the PCs upon completion of a goal or quest. It wasn't the most elegant system, but it was simple and it emphasized that the risks of direct combat were often disproportionate to the reward. [/QUOTE]
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