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A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8160930" data-attributes="member: 6785785"><p>We don't <em>need</em> rules for anything. We don't need 70 pages of spells, but 5E's got em.</p><p></p><p></p><p></p><p>The XP system being solely about defeating monsters is a big one. The minimalistic approach to skills and non-combat challenges. The lack of robust social mechanics.</p><p></p><p></p><p></p><p>Well here is where this connects to what I said a few posts ago about being able to look at the game as it is presented, and then being able to look at how it is played, and being able to tell the difference.</p><p></p><p>So the guidelines you're citing are anemic. I'd go so far as to say that's being generous. All they say is "you can aware XP for non-combat challenges; you can use the combat encounter system as a guide on how to do so" or "use milestone XP". </p><p></p><p>But.... I agree with you about XP as it works in 5E. We jettisoned that crap immediately, and we basically use a milestone system. The fact that this works for my group in our game is fine. </p><p></p><p>But as presented.....well, what does it say to you if a whole subsystem of the rules is one you just discard in favor of something else?</p><p></p><p>As for what's important in the game.....sure, the participants have a say in that. I am not saying that the only important thing in the game is what it rewards. But it is a huge indicator to the participants what the game will be about. 1e was XP for GP....so accumulating gold was what it was about. 5e is XP for killing.....so killing is what it's about.</p><p></p><p></p><p></p><p>Why do you need it not to? </p><p></p><p>Imagine a new GM with new players who doesn't have years of experience among them. They're supposed to intuit the kind of knowledge it's taken most of us years and years to accumulate? How are they to decide what the game is about? By looking at examples, most likely.</p><p></p><p>The books don't guide them well in this manner. The books don't always make it clear that "this is how to handle this" or "railroading is this, and it's a bad idea".</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8160930, member: 6785785"] We don't [I]need[/I] rules for anything. We don't need 70 pages of spells, but 5E's got em. The XP system being solely about defeating monsters is a big one. The minimalistic approach to skills and non-combat challenges. The lack of robust social mechanics. Well here is where this connects to what I said a few posts ago about being able to look at the game as it is presented, and then being able to look at how it is played, and being able to tell the difference. So the guidelines you're citing are anemic. I'd go so far as to say that's being generous. All they say is "you can aware XP for non-combat challenges; you can use the combat encounter system as a guide on how to do so" or "use milestone XP". But.... I agree with you about XP as it works in 5E. We jettisoned that crap immediately, and we basically use a milestone system. The fact that this works for my group in our game is fine. But as presented.....well, what does it say to you if a whole subsystem of the rules is one you just discard in favor of something else? As for what's important in the game.....sure, the participants have a say in that. I am not saying that the only important thing in the game is what it rewards. But it is a huge indicator to the participants what the game will be about. 1e was XP for GP....so accumulating gold was what it was about. 5e is XP for killing.....so killing is what it's about. Why do you need it not to? Imagine a new GM with new players who doesn't have years of experience among them. They're supposed to intuit the kind of knowledge it's taken most of us years and years to accumulate? How are they to decide what the game is about? By looking at examples, most likely. The books don't guide them well in this manner. The books don't always make it clear that "this is how to handle this" or "railroading is this, and it's a bad idea". [/QUOTE]
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