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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="KidSnide" data-source="post: 5911983" data-attributes="member: 54710"><p>This is an excellent (if very old) idea. They key is that XP needs to be rewarded for whatever the goal of the game is. The default goal of AD&D/BECMI was collecting treasure, so XP was awarded for that. Players were rewarded for finding clever ways to get the treasure while avoiding conflict.</p><p></p><p>The default goal of 3e/4e was (for the most part) slaying monsters. As such, players are rewarded for killing as many monsters as they can, as efficiently as possible. Or, to be more accurate, players are rewarded for killing as many level-appropriate monsters as they can, as efficiently as possible. Unless you're running a campaign that's principally about monster poaching (which could be fun, but isn't quite standard D&D), that creates a bunch of weird misaligned incentives. For example, players who are happy about monster reinforcements because it provides more enemies to kill. 4e, to its credit, provides xp for completing Quests, although -- IMO -- far too much xp goes to the individual encounters as opposed to end goals. </p><p></p><p>I should also note that xp is a frequently house-ruled aspect of the game, so I suspect there are a great many groups that have found an advancement mechanic that works better with their style.</p><p></p><p>Since D&DN needs to support a variety of play styles, the question of how xp is provided should be a major DM campaign creation decision, and the rules should provide a number of systems.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5911983, member: 54710"] This is an excellent (if very old) idea. They key is that XP needs to be rewarded for whatever the goal of the game is. The default goal of AD&D/BECMI was collecting treasure, so XP was awarded for that. Players were rewarded for finding clever ways to get the treasure while avoiding conflict. The default goal of 3e/4e was (for the most part) slaying monsters. As such, players are rewarded for killing as many monsters as they can, as efficiently as possible. Or, to be more accurate, players are rewarded for killing as many level-appropriate monsters as they can, as efficiently as possible. Unless you're running a campaign that's principally about monster poaching (which could be fun, but isn't quite standard D&D), that creates a bunch of weird misaligned incentives. For example, players who are happy about monster reinforcements because it provides more enemies to kill. 4e, to its credit, provides xp for completing Quests, although -- IMO -- far too much xp goes to the individual encounters as opposed to end goals. I should also note that xp is a frequently house-ruled aspect of the game, so I suspect there are a great many groups that have found an advancement mechanic that works better with their style. Since D&DN needs to support a variety of play styles, the question of how xp is provided should be a major DM campaign creation decision, and the rules should provide a number of systems. -KS [/QUOTE]
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Beyond the encounter: rules for pacing and downtime.
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