Bedrockgames
I post in the voice of Christopher Walken
How on earth did we get into bonobos here.
That's not my recollection of early D&D, there were a lot of "save or die" type creatures about, and there wasn't much guidance in the way of balancing encounters. I suppose it depends on the DM you had. I remember that certainly once you got past a certain level you didn't worry about hordes of goblins and the like, but you had a healthy respect of monsters and undead, particularly those that might paralyse or have level drain.
My experience shows the kill rate to be more or less the same across the levels (except 1st level, which is higher); the difference is that higher-level types can either afford revival spells or have them available within the party, meaning that while the kill rate is the same there's much less actual character turnover. The cause of death changes - less come from direct combat, more from save-or-die effects and spells - but it's still deadly, and survival remains a key goal.[MENTION=29398]Lanefan[/MENTION], I'm not sure I agree with your premise. AD&D, while lethal at low levels, was not particularly dangerous at higher levels. Granted, save or die effects might have made it more dangerous, but, most save or die effects are not a result of combat - poisons, traps, that sort of thing. By the time the PC's were about 6th or 7th level, they were among the most powerful combatants in the game. By double digit levels, they were competently taking on unique monsters.
That was your approach, and the game could handle it, but by RAW you'd have got the same xp for intentionally bypassing or avoiding an encounter as you would have for beating it up. More to the point, if the published modules are anything to go by combat only accounted for a small percentage of the available x.p.; with the vast majority of potential x.p. coming from treasure. (a long time ago a poster named [MENTION=3854]Quasqueton[/MENTION] ran the numbers on this, if you feel like digging through ENWorld's dusty archives)And, really, to me, the shift from 1e to 2e wasn't all that great. We killed everything we could in 1e because, well, why wouldn't you? Outside of dragons, there was virtually nothing that could take on a PC one on one and the group of 6-8 PC's plus a few henchmen and whatnot could mow through a LOT of combat.
3e was a different breed of animal in a few ways:I found 3e a LOT more deadly than AD&D to be honest. The massive increase in monster damage while the PC's didn't actually get a whole lot more HP's than in AD&D meant that I was killing PC's straight up in combat pretty darn often. It was hard not killing PC's, to be honest.
True, this does appear more often in the more recent editions - but even there, what %-age of the total x.p. available in the module do these type of encounters represent? With rare exceptions, not much.And, you're ignoring the fact that from 3e forward, the game codified non-combat Xp awards. Plenty of 3e and later modules have text to the effect of, "convincing so and so to do such and such grants a CR X xp award." Something you rarely, if ever, saw in earlier editions.
Again true, though I think this is an odd case where the underlying system design and the published modules are in conflict: the system wants to reward one aspect of play (combat) while the modules want to reward other aspects (exploration, social interaction, or whatever).If anything, I think as time has moved on, we've moved farther and farther away from the whole "murder hobo" approach to the game. At least the modules have gone this way.
Agreed. Still is.Exactly in the early days avoiding conflict to gain treasure was one of the better ways of getting XP, because of the risk vs reward, was significantly less than getting into a fight. I remember scouting was a very popular strategy in those days.
A number of reasons, mostly revolving around not wanting characters getting rewards they don't deserve. Milestone levelling brings everyone up no matter how much they did (or didn't) contribute, where I much prefer the reward be more commensurate to the individual risk taken.I'm curious as to why you wouldn't use it, what problems do you feel it doesn't address or it creates, in comparison to monster slaying for XP.
I've used individual x.p. forever and I've yet to see it as discouraging newbies. If anything, the reverse is true: it makes them more gung-ho than the veterans!Lylandra said:Individual XP seem to be shunned upon in most groups I've played in as it discourages newbies or tends to be unfair or biased. In addition to setting unhealthy risk-reward incentives for players to "go solo".
In fairness, I think [MENTION=6816692]Lylandra[/MENTION] was referring to newbie players rather than characters.Sure, XPs has its 'negatives' too, although not everyone sees all of that as bad. Having read many of @Lanefan's posts about the table he and his group run, I'd say they're ok with much of it. They easily run disproportionate leveled characters at their table with no worries, and have a lot of fun doing so. The higher-leveled characters shielding the newbies, with character death being a certainty.![]()
And that brings up another issue I have with milestone levelling - lower level characters can never "catch up".
A FAR better question, "Why would we NOT be okay with violence in RPgs?" given the nature of humans and the fact that the VAST % of people who play RPGs like some or a lot of violence in their games.