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Cheating, Action Points, and Second Wind
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<blockquote data-quote="Professor Phobos" data-source="post: 3988216" data-attributes="member: 18883"><p>This is close to how I feel about it. I don't like rewarding particular bits inside the game, because I feel that any given game session, no matter what actually happens, should be rewarding to all involved. </p><p></p><p>If we spend a whole session in a complex political negotiation, I don't see why there should be less XP than a whole session on a life-or-death struggle to survive. Or a whole session on the characters taking a break and relaxing, just RPing how they spend their time. </p><p></p><p>I don't even like rewarding in-game success over in-game failure, because failure is often highly entertaining. If the negotiations fail and the characters now have to prepare for war, how is that "less fun" then the negotiations succeeding due to the cleverness of the PCs and now they have to deal with new allies?</p><p></p><p>XP is, then, just a mechanism for gradually escalating the scale at which the PCs act and their options. I see little reason not to just set a flat rate or have level ups occur at moments I (we, they) deem appropriate. </p><p></p><p>It's everyone's duty to keep things interesting. If that's not happening, the game has a group-level problem, not a mechanics-level problem.</p></blockquote><p></p>
[QUOTE="Professor Phobos, post: 3988216, member: 18883"] This is close to how I feel about it. I don't like rewarding particular bits inside the game, because I feel that any given game session, no matter what actually happens, should be rewarding to all involved. If we spend a whole session in a complex political negotiation, I don't see why there should be less XP than a whole session on a life-or-death struggle to survive. Or a whole session on the characters taking a break and relaxing, just RPing how they spend their time. I don't even like rewarding in-game success over in-game failure, because failure is often highly entertaining. If the negotiations fail and the characters now have to prepare for war, how is that "less fun" then the negotiations succeeding due to the cleverness of the PCs and now they have to deal with new allies? XP is, then, just a mechanism for gradually escalating the scale at which the PCs act and their options. I see little reason not to just set a flat rate or have level ups occur at moments I (we, they) deem appropriate. It's everyone's duty to keep things interesting. If that's not happening, the game has a group-level problem, not a mechanics-level problem. [/QUOTE]
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