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Wandering Monsters 01/29/2014:Level Advancement...
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<blockquote data-quote="pemerton" data-source="post: 6255692" data-attributes="member: 42582"><p>I agree with howandwhy99 here. If the designers are designing an adventure path, just put in the adventure that they want! If it needs to start at 1st level and end at 20th, but doesn't need a whole lot of stuff in between, just say so, and give indications as to when the PCs are expected to level within the structure of the story path.</p><p></p><p>Dropping in a whole lot of filler just to make the levels come out right according to some arbitrary table in the PHB seems to be a bad case of letting the tail wag the dog, and all in the name of maintaining some illusion about the "organic" nature of the pre-scripted adventure.</p><p></p><p>Just be upfront in design and the issue goes away.</p><p></p><p></p><p>Besides (what I take to be) howandwhy99's point, that the game can be approached so that XP is not the be-all and end-all, and that character progression (eg via item acquisition) can be handled in other ways, there is also the option of other models of XP: XP gained for achieving goals, for instance (4e has quest XP) or XP for non-combat encounter resolution (4e has skill challenge XP).</p><p></p><p>If you are using XP, and the way XP are awarded is not driving the sort of play that you want in your game, then (assuming you don't just drop XP) you're awarding XP on the wrong basis.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6255692, member: 42582"] I agree with howandwhy99 here. If the designers are designing an adventure path, just put in the adventure that they want! If it needs to start at 1st level and end at 20th, but doesn't need a whole lot of stuff in between, just say so, and give indications as to when the PCs are expected to level within the structure of the story path. Dropping in a whole lot of filler just to make the levels come out right according to some arbitrary table in the PHB seems to be a bad case of letting the tail wag the dog, and all in the name of maintaining some illusion about the "organic" nature of the pre-scripted adventure. Just be upfront in design and the issue goes away. Besides (what I take to be) howandwhy99's point, that the game can be approached so that XP is not the be-all and end-all, and that character progression (eg via item acquisition) can be handled in other ways, there is also the option of other models of XP: XP gained for achieving goals, for instance (4e has quest XP) or XP for non-combat encounter resolution (4e has skill challenge XP). If you are using XP, and the way XP are awarded is not driving the sort of play that you want in your game, then (assuming you don't just drop XP) you're awarding XP on the wrong basis. [/QUOTE]
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Wandering Monsters 01/29/2014:Level Advancement...
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