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Why I dislike Milestone XP
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<blockquote data-quote="Warpiglet" data-source="post: 7386032" data-attributes="member: 6689161"><p>Hell yeah! Its at least 50% of why we play! Mysteries and exploration are cool too.</p><p></p><p>I think part of this discussion hinges on the relative importance placed on creation of story vs. playing of a game. In our group it has just never been an issue. We get into it, make decisions and then go for it! Sometimes we run, sometimes we talk, sometimes we fight. And we enjoy fighting...</p><p></p><p>I recently gave experience for the avoidance of a large tactically unsound fight. My rationale is simple: what does experience represent? In very abstracted form, I think it represents skill at overcoming challenges in the adventuring environment. How you do it is not particularly important to me as long as there is some metric for the difficulty.</p><p></p><p>In the scenario I mention, it would have been a tough fight--fatal if no tactics were used. (Does anyone do that anyway?). Conversely, the party could choose a choke point or try to piecemeal the bigger force by sneaking past some of it and attacking the leaders.</p><p></p><p>They chose the latter. Why not reward the better choice? </p><p></p><p>It just does not seem hard to me to make this call. Nor is it less immersive...and each choice had some risk...so its not a gimme either...</p></blockquote><p></p>
[QUOTE="Warpiglet, post: 7386032, member: 6689161"] Hell yeah! Its at least 50% of why we play! Mysteries and exploration are cool too. I think part of this discussion hinges on the relative importance placed on creation of story vs. playing of a game. In our group it has just never been an issue. We get into it, make decisions and then go for it! Sometimes we run, sometimes we talk, sometimes we fight. And we enjoy fighting... I recently gave experience for the avoidance of a large tactically unsound fight. My rationale is simple: what does experience represent? In very abstracted form, I think it represents skill at overcoming challenges in the adventuring environment. How you do it is not particularly important to me as long as there is some metric for the difficulty. In the scenario I mention, it would have been a tough fight--fatal if no tactics were used. (Does anyone do that anyway?). Conversely, the party could choose a choke point or try to piecemeal the bigger force by sneaking past some of it and attacking the leaders. They chose the latter. Why not reward the better choice? It just does not seem hard to me to make this call. Nor is it less immersive...and each choice had some risk...so its not a gimme either... [/QUOTE]
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