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[+]APs, Railroads and Other Linear Adventures
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<blockquote data-quote="Jahydin" data-source="post: 8661983" data-attributes="member: 6984869"><p>Leveling up early/late compared to the AP's expectation is enough of a functional difference to me.</p><p></p><p>As a player, knowing when I grow stronger is dictated by the AP and everything is balanced just right for that is kind of a drag. Also, APs are set up in such a way players <strong>should </strong>be able to progress the story, so rewarding them on just that alone hardly feels earned IMO. Kind of like just about everyone graduates high school, but graduating with straight As is much harder and should be recognized and rewarded. </p><p></p><p>The last negative I see is it might discourage creativity. Why risk lives, resources, and time if an idea the AP didn't lay out doesn't work? Much safer to just "go with the flow" (since APs design their "expected paths" to be obvious) and guarantee obtaining that milestone. And loot in 5E isn't the greatest, so if it came down to exploring an area I know wouldn't progress the story (and therefore no XP), I'd pass on it every time unless the GM straight up told me there was at least +2 gear to be had.</p><p></p><p>From experience, there's nothing better than seeing my players' faces light up after being rewarded for clever playing or putting in extra work. XP is crucial to that. Just my opinion of course.</p></blockquote><p></p>
[QUOTE="Jahydin, post: 8661983, member: 6984869"] Leveling up early/late compared to the AP's expectation is enough of a functional difference to me. As a player, knowing when I grow stronger is dictated by the AP and everything is balanced just right for that is kind of a drag. Also, APs are set up in such a way players [B]should [/B]be able to progress the story, so rewarding them on just that alone hardly feels earned IMO. Kind of like just about everyone graduates high school, but graduating with straight As is much harder and should be recognized and rewarded. The last negative I see is it might discourage creativity. Why risk lives, resources, and time if an idea the AP didn't lay out doesn't work? Much safer to just "go with the flow" (since APs design their "expected paths" to be obvious) and guarantee obtaining that milestone. And loot in 5E isn't the greatest, so if it came down to exploring an area I know wouldn't progress the story (and therefore no XP), I'd pass on it every time unless the GM straight up told me there was at least +2 gear to be had. From experience, there's nothing better than seeing my players' faces light up after being rewarded for clever playing or putting in extra work. XP is crucial to that. Just my opinion of course. [/QUOTE]
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