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<blockquote data-quote="iserith" data-source="post: 7179667" data-attributes="member: 97077"><p>Difficulty isn't a static thing - it increases or decreases based on the choices of the players and, to some extent, luck. I imagine it would be difficult to ascertain an appropriate XP award based on this. So what we have is a rough estimate of difficulty using the XP system, but the PCs get the XP for the monster rather than for the challenge. That being said, there's probably no issue with using the adjusted XP value for your XP awards. It'll likely mean, on average, faster advancement for your PCs.</p><p></p><p>As for the comments about experience points in general, I recommend using XP to reward the behaviors you want to see in your players. As an incentive, this works really well in my experience. The way it is traditionally awarded means your players will tend to attack monsters rather than avoid or parlay with them, provided the players are interested in level advancement. This can be offset with awarding XP for non-combat challenges. Milestone XP awarded for completing quests or chapters means players will tend to follow the plot points you've set up. I change up how I award XP all the time, based on what kind of campaign I'm running. I can imagine a campaign like the video game <strong>Gauntlet</strong>, where the PCs fight hordes of monsters in a dungeon, would be a candidate for using the adjusted XP values for awards. This would incentivize the players to find the biggest groups of monsters they can find and annihilate them - which sounds like fun!</p></blockquote><p></p>
[QUOTE="iserith, post: 7179667, member: 97077"] Difficulty isn't a static thing - it increases or decreases based on the choices of the players and, to some extent, luck. I imagine it would be difficult to ascertain an appropriate XP award based on this. So what we have is a rough estimate of difficulty using the XP system, but the PCs get the XP for the monster rather than for the challenge. That being said, there's probably no issue with using the adjusted XP value for your XP awards. It'll likely mean, on average, faster advancement for your PCs. As for the comments about experience points in general, I recommend using XP to reward the behaviors you want to see in your players. As an incentive, this works really well in my experience. The way it is traditionally awarded means your players will tend to attack monsters rather than avoid or parlay with them, provided the players are interested in level advancement. This can be offset with awarding XP for non-combat challenges. Milestone XP awarded for completing quests or chapters means players will tend to follow the plot points you've set up. I change up how I award XP all the time, based on what kind of campaign I'm running. I can imagine a campaign like the video game [B]Gauntlet[/B], where the PCs fight hordes of monsters in a dungeon, would be a candidate for using the adjusted XP values for awards. This would incentivize the players to find the biggest groups of monsters they can find and annihilate them - which sounds like fun! [/QUOTE]
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