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Alignment on three axes.
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<blockquote data-quote="Ratskinner" data-source="post: 6198794" data-attributes="member: 6688937"><p>I partially disagree. Yes, the way it was implemented was indeed confining, but that kind of XP system does very well when the players get to pick what sort of thing they want to pursue. Most recently, MHRP does it nicely and with a lot of depth and variety. The basic implementation there seems to be an evolution of something started with a game called The Shadow Of Yesterday. For a D&D-ish version, check out <a href="http://files.crngames.com/cc/sweet20/experience.html" target="_blank">Sweet20</a> (which, AFAICT, never got past the XP system). </p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><span style="font-size: 10px">Thinking about it, I don't actually think this would be a big thing for D&D. I would argue that the basic traditional D&D XP systems are even more confining because <em>all</em> PCs <em>have the</em> <u><em>same</em></u> <em>motivation.</em> Which accidentally encourages the whole murder-hobo thing (Key of the Murder-Hobo?). IIRC, every edition since 1e has had some kind of "RP" or "story award" system that feebly attempts to mollify the whole murder-hobo trope. I've heard a few good reports about 4e's "Quest" system, which seems to have been the most effective (since at least <em>some </em>folks have found it helpful). So, in effect, D&D doesn't have a lot of motivation mechanics....just one BIG ONE! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></span></span></p><p><span style="font-size: 9px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 9px"><span style="font-size: 10px"></span><span style="font-size: 10px">I'd also like to point out that I wasn't arguing that this (XP rewards) was the best possible system, just that D&D had had such a thing in the past. (Maybe it is the best, but who knows?) There are other ways to model the same sorts of personality/morality things that alignment does such a poor job of. <em>If</em> D&D needs such a system (and I am far from convinced that it does), then it could easily adopt any of these other systems.</span></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">*As a rogue fan myself, I found 1e's automatic increases in thieving skills much more bizarre. (So I'm seventh level, never picked a pocket in my life, and yet can still do it alarmingly well?)</span></p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6198794, member: 6688937"] I partially disagree. Yes, the way it was implemented was indeed confining, but that kind of XP system does very well when the players get to pick what sort of thing they want to pursue. Most recently, MHRP does it nicely and with a lot of depth and variety. The basic implementation there seems to be an evolution of something started with a game called The Shadow Of Yesterday. For a D&D-ish version, check out [URL="http://files.crngames.com/cc/sweet20/experience.html"]Sweet20[/URL] (which, AFAICT, never got past the XP system). [SIZE=1] [SIZE=2]Thinking about it, I don't actually think this would be a big thing for D&D. I would argue that the basic traditional D&D XP systems are even more confining because [I]all[/I] PCs [I]have the[/I] [U][I]same[/I][/U] [I]motivation.[/I] Which accidentally encourages the whole murder-hobo thing (Key of the Murder-Hobo?). IIRC, every edition since 1e has had some kind of "RP" or "story award" system that feebly attempts to mollify the whole murder-hobo trope. I've heard a few good reports about 4e's "Quest" system, which seems to have been the most effective (since at least [I]some [/I]folks have found it helpful). So, in effect, D&D doesn't have a lot of motivation mechanics....just one BIG ONE! :) [/SIZE][SIZE=2]I'd also like to point out that I wasn't arguing that this (XP rewards) was the best possible system, just that D&D had had such a thing in the past. (Maybe it is the best, but who knows?) There are other ways to model the same sorts of personality/morality things that alignment does such a poor job of. [I]If[/I] D&D needs such a system (and I am far from convinced that it does), then it could easily adopt any of these other systems.[/SIZE] *As a rogue fan myself, I found 1e's automatic increases in thieving skills much more bizarre. (So I'm seventh level, never picked a pocket in my life, and yet can still do it alarmingly well?)[/SIZE] [/QUOTE]
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