Gradine
🏳️⚧️ (she/her) 🇵🇸
I think there's plenty of good reasons to criticize XP, but c'mon man, doing so on the basis of not wanting to do simple math or just opening up the calculator app on one's phone to do a little elementary-level multiplication, addition, and division is just a little hard to swallow. Are other methods easier? Sure. Is D&D's method hard? No. I don't mean to pick on you specifically either. Similar comments have been made before.
<looks at this post>
<looks at DMG's encounter building tables>
<looks back at this post>
<looks back at DMG>
I think that you and I have very different definitions of the word "simple", my friend.
And, here's the thing, it's not that I'm math-allergic by any means. I do fairly complex statistical analysis at my day job. I do not want to spend what little free time I have doing work. If your game math requires me to consult multiple freaking tables, for every encounter I build, that is work to me, not fun.
I don't doubt that some people do find that work fun or enjoyable, and once again more power to them.
And I'm not saying that I think D&D should have simpler XP math either; I don't need D&D's default XP system to conform to my expectations because even if it were simpler, it still incentivizes the wrong kind of gameplay for me.
For milestone XP, the rules give guidelines on how much to give for achieving specific goals. A major milestone is like a hard encounter. A minor milestone is like an easy encounter. I wouldn't say it's arbitrary, especially since milestones are tied to certain events or challenges in the adventure design. There's a purpose to it - to incentivize the players to engage with the prepared content.
Okay, well in that case let me consult those DMG tables for just a sec...
Sorry, my eyes just glazed over from boredom. I think I'll pass on that.
And I've seen plenty of players in my day who need to be encouraged to accept quests. I call them "defective adventurers." It's a player problem mostly, but it's a human universal in my view that if you want people to do a thing, recognize it when they do it so that they will do it again in the future. (This works for more than just accepting quests in D&D. Try it.) XP does exactly that, for whatever you set the XP to reward. Even people who are going to do it anyway (like me) will appreciate it in my experience.
I neither need nor want game mechanics designed specifically to deal with problem players, because I already have a mechanic to deal with problem players, and it's called the door.
And I recognize that neither me nor my players quite align to either of the classical, more "mercenary" and/or "sandbox" styles of D&D play, where this kind of XP system makes much more sense; we're definitely more narrative-heavy players. I don't need to incentivize them to do the content I've prepared; they've already signed up for that. Buy-in is not something I am ever really concerned about.
What I want to incentivize is great play, in the moment, and D&D's XP system doesn't really allow for that kind of ad-hoc reward structure (see also: tables). I'm sure there's a way to hack it to be able to do that, structurally (rather than arbitrarily) and simply, but I'm not invested enough to put that work in, because great play is not something I really have to worry about too much from my players either.