Blue
Ravenous Bugblatter Beast of Traal
Rewards tied to one style of play
Issue: Tying character advancement (XP for levelling, most loot/magic item acquisition, etc) to killing creatures mechanically encourages a OneTrueWay of playing about killing and looting. Clever play to do things like expend resources to avoid random encounters, talk or stealth past challenges, or other combat-less solutions are not supported mechanically by the base game.
Solution: Use story- or milestone-based XP rewards. Treasure, much like 4e's "Treasure Packets" handle the same way. So if you kill the bandits, you get X about of XP and loot. If you capture them and turn them in, you get a reward vs. X amount of Loot. If you decide their cause is just and join them, your share plus the "can you use this" is worth X amount of XP and loot. You come up with something else the DM considers a win, you get X amount of XP and loot. You fail at all of these, nothing for you.
Issue: Tying character advancement (XP for levelling, most loot/magic item acquisition, etc) to killing creatures mechanically encourages a OneTrueWay of playing about killing and looting. Clever play to do things like expend resources to avoid random encounters, talk or stealth past challenges, or other combat-less solutions are not supported mechanically by the base game.
Solution: Use story- or milestone-based XP rewards. Treasure, much like 4e's "Treasure Packets" handle the same way. So if you kill the bandits, you get X about of XP and loot. If you capture them and turn them in, you get a reward vs. X amount of Loot. If you decide their cause is just and join them, your share plus the "can you use this" is worth X amount of XP and loot. You come up with something else the DM considers a win, you get X amount of XP and loot. You fail at all of these, nothing for you.