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General Tabletop Discussion
*Dungeons & Dragons
Alternative XP Award System for 4th Edition Home Games
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4964083" data-attributes="member: 82106"><p>It seems to me that if you go with a party-wide set of 'ticks' and make the things you grant them for be all non-mechanically related story line stuff then haven't you basically recreated the quest XP component of 4e? I understand that the 4e writers made quests a fairly narrowly defined set of things (though it is pretty open-ended in theory) but maybe a more liberal and flexible use of that concept IS what is being proposed here after you deal with the issues people have raised.</p><p></p><p>I tend to agree with the observation that RP is not something that a specific rewards system either encourages or discourages. D&D isn't a competitive game and the vast majority of players I've had weren't in it to outdo the other players rewards-wise. They may increase their enjoyment some by faster advancement overall, at least up to a certain point, but I think that's better addressed by simply advancing the party faster (or slower if they like that better).</p><p></p><p>I don't think skill challenges are necessarily either good or bad for RP either. It is really dependent on how they're designed and used. DMs who are new to the concept and/or not particularly adept or well-versed in the most effective ways to use them may well quash certain RP opportunities, but at the same time I've both seen and run examples of SCs where they were great RP opportunities. I think its kind of an acquired skill and I'm still not 100% satisfied with the way either DMG approaches that aspect of SCs. Maybe its just something you have to learn from experience and it can't really be explained, though I tend to think that isn't entirely the case.</p><p></p><p>Perhaps "quests" should have gotten more attention and defined in broader terms and that might really be the best answer. Hard to say though, there may be no answer that works for all groups.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4964083, member: 82106"] It seems to me that if you go with a party-wide set of 'ticks' and make the things you grant them for be all non-mechanically related story line stuff then haven't you basically recreated the quest XP component of 4e? I understand that the 4e writers made quests a fairly narrowly defined set of things (though it is pretty open-ended in theory) but maybe a more liberal and flexible use of that concept IS what is being proposed here after you deal with the issues people have raised. I tend to agree with the observation that RP is not something that a specific rewards system either encourages or discourages. D&D isn't a competitive game and the vast majority of players I've had weren't in it to outdo the other players rewards-wise. They may increase their enjoyment some by faster advancement overall, at least up to a certain point, but I think that's better addressed by simply advancing the party faster (or slower if they like that better). I don't think skill challenges are necessarily either good or bad for RP either. It is really dependent on how they're designed and used. DMs who are new to the concept and/or not particularly adept or well-versed in the most effective ways to use them may well quash certain RP opportunities, but at the same time I've both seen and run examples of SCs where they were great RP opportunities. I think its kind of an acquired skill and I'm still not 100% satisfied with the way either DMG approaches that aspect of SCs. Maybe its just something you have to learn from experience and it can't really be explained, though I tend to think that isn't entirely the case. Perhaps "quests" should have gotten more attention and defined in broader terms and that might really be the best answer. Hard to say though, there may be no answer that works for all groups. [/QUOTE]
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