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General Tabletop Discussion
*TTRPGs General
A Series of Concerns
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<blockquote data-quote="Voadam" data-source="post: 4725294" data-attributes="member: 2209"><p>Awarding xp is a pain, the more detailed you get the more of a chore for the DM it is.</p><p></p><p>There is a general formula for how many encounters on average is required for leveling up. Treating non combat encounters as encounters makes sense. Consider the torture session a serious encounter. Significant non-combat encounters as EL = Average party level is a decent starting point. If you feel they did abysmally then treat it the way you would if they handled a combat abysmally.</p><p></p><p>Think of xp as learning experiences and life development/growth.</p><p></p><p>I would avoid awarding xp for skill checks, grant it for encounter style situations (i.e. you don't give xp for hitting on individual attacks but for getting through a whole combat so the same applies to non-combat encounters).</p><p></p><p>I hate tracking xp. I use modules designed for specific levels and level up the entire party at appropriate points (usually at the end of a module and at dramatic break points midway in big modules). People play the game because the game is fun, I'd suggest not sweating xp in an effort to encourage different player rewards/behaviors.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4725294, member: 2209"] Awarding xp is a pain, the more detailed you get the more of a chore for the DM it is. There is a general formula for how many encounters on average is required for leveling up. Treating non combat encounters as encounters makes sense. Consider the torture session a serious encounter. Significant non-combat encounters as EL = Average party level is a decent starting point. If you feel they did abysmally then treat it the way you would if they handled a combat abysmally. Think of xp as learning experiences and life development/growth. I would avoid awarding xp for skill checks, grant it for encounter style situations (i.e. you don't give xp for hitting on individual attacks but for getting through a whole combat so the same applies to non-combat encounters). I hate tracking xp. I use modules designed for specific levels and level up the entire party at appropriate points (usually at the end of a module and at dramatic break points midway in big modules). People play the game because the game is fun, I'd suggest not sweating xp in an effort to encourage different player rewards/behaviors. [/QUOTE]
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