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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Beyond the encounter: rules for pacing and downtime.
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<blockquote data-quote="Hautamaki" data-source="post: 5911803" data-attributes="member: 42219"><p>Per-Adventure XP is how I started playing this year and I'm loving it. Here's some answers to your objections.</p><p></p><p>Re Player Nibbling: some adventures lend themselves to nibbling. The classic example would be Keep on the Borderlands. In this case, exp can be awarded per cave cleared/mapped, and you can go old school and give 1 exp per GP looted as well. If the adventurers dabble in a cave but then leave after 1 inconclusive battle, I have no problem ruling that they get 0 exp for their half-an-effort.</p><p></p><p>Re Sandbox campaigns: KeepotB is already a half-sandbox type campaign; the only way to take it to the next step is to have player-defined goals. This is fine: have the players define their goals (with a nod towards having the players agree on goals as a party to avoid putting themselves into a situation where they have a conflict of interest), and award EXP to the degree that their efforts further their long-term goals. Killing a wandering monster probably doesn't advance any long term goals unless their goal is rid the world of that monster type (which I personally probably would not allow as a DM on the grounds that it's probably too broad and probably doesn't mesh well with the rest of the party).</p><p></p><p>An example would be that right now my party is attempting to establish themselves as a mercenary company. I therefore award experience on 2 metrics: the GP they bring in (as mercs they are obviously in it for the cash) and by increasing their reputation as a reliable and formidable merc group. The GP experience is awarded on a 1xp per GP basis. The reputation experience is awarded upon completion of a contract.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5911803, member: 42219"] Per-Adventure XP is how I started playing this year and I'm loving it. Here's some answers to your objections. Re Player Nibbling: some adventures lend themselves to nibbling. The classic example would be Keep on the Borderlands. In this case, exp can be awarded per cave cleared/mapped, and you can go old school and give 1 exp per GP looted as well. If the adventurers dabble in a cave but then leave after 1 inconclusive battle, I have no problem ruling that they get 0 exp for their half-an-effort. Re Sandbox campaigns: KeepotB is already a half-sandbox type campaign; the only way to take it to the next step is to have player-defined goals. This is fine: have the players define their goals (with a nod towards having the players agree on goals as a party to avoid putting themselves into a situation where they have a conflict of interest), and award EXP to the degree that their efforts further their long-term goals. Killing a wandering monster probably doesn't advance any long term goals unless their goal is rid the world of that monster type (which I personally probably would not allow as a DM on the grounds that it's probably too broad and probably doesn't mesh well with the rest of the party). An example would be that right now my party is attempting to establish themselves as a mercenary company. I therefore award experience on 2 metrics: the GP they bring in (as mercs they are obviously in it for the cash) and by increasing their reputation as a reliable and formidable merc group. The GP experience is awarded on a 1xp per GP basis. The reputation experience is awarded upon completion of a contract. [/QUOTE]
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Beyond the encounter: rules for pacing and downtime.
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