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Cheating, Action Points, and Second Wind
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<blockquote data-quote="buzz" data-source="post: 3988461" data-attributes="member: 6777"><p>IMO, because D&D is largely about tactics and system mastery, so I really want XP rewards to be tied to what I'm able to accomplish in-game. E.g., my Monday game has been going for almost five years, and we're getting close to 20th level. I really, really like that my PC has <em>earned</em> his XP by genuinely overcoming the challenges the DM has been throwing at us. It validates the effort I've put into mastering the system and keeping that PC alive for so long. If I got XP just for showing up, at the DM's whimsy, and regardless of what happened in the game, it'd feel like a waste of time to me.</p><p></p><p>SotC, otoh, is largely about emulating (and reveling in) the pulp genre. I.e., you make cool, pulpy PCs that do cool, pulpy things as part of creating a cool, pulpy story. There aren't really even any rules for advancement in the rulebook. The system is simple and powerful, and playing is typically not an exercise in tactics. Ergo, I'd be fine with a game that just focused on different power levels, shifting gears every so often. "Let's be scrappy newcomers!" "Okay, now let's be seasoned, world-famous adventurers!"</p><p></p><p>That said, I'd probably prefer it if advancement happened organically, i.e., in-game events justified adding a new Aspect or two.</p></blockquote><p></p>
[QUOTE="buzz, post: 3988461, member: 6777"] IMO, because D&D is largely about tactics and system mastery, so I really want XP rewards to be tied to what I'm able to accomplish in-game. E.g., my Monday game has been going for almost five years, and we're getting close to 20th level. I really, really like that my PC has [I]earned[/I] his XP by genuinely overcoming the challenges the DM has been throwing at us. It validates the effort I've put into mastering the system and keeping that PC alive for so long. If I got XP just for showing up, at the DM's whimsy, and regardless of what happened in the game, it'd feel like a waste of time to me. SotC, otoh, is largely about emulating (and reveling in) the pulp genre. I.e., you make cool, pulpy PCs that do cool, pulpy things as part of creating a cool, pulpy story. There aren't really even any rules for advancement in the rulebook. The system is simple and powerful, and playing is typically not an exercise in tactics. Ergo, I'd be fine with a game that just focused on different power levels, shifting gears every so often. "Let's be scrappy newcomers!" "Okay, now let's be seasoned, world-famous adventurers!" That said, I'd probably prefer it if advancement happened organically, i.e., in-game events justified adding a new Aspect or two. [/QUOTE]
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