ThoughtBubble
First Post
Herremann the Wise said:I suppose what I'm trying to highlight is that the three categories that Angcuru mentioned: combat, magic and skills would be better seperated in some way rather than heaped together when characters go up levels.
I would be interested in others peoples views of this apparent anomaly.
It's an aspect of the fact that the system was devised around killing stuff. The only real anomaly comes when a person tries to take it out of that area. It's a testament to the system that it holds up under such abuse.

XP for fighting is quantifed in a more concrete manner than xp for RPing or planning or finding creative solutions because fighting is more rigidly defined than RPing or planning or finding creative solutions.
And, for what I want Dungeons and Dragons to do, I wouldn't have it any other way. I don't want it telling me about how to play my character. Anyone remember this quote? "Barbarians don't trust that which they don't understand, and that includes wizardry, which they call 'book magic.'"
In a game where becoming a mastercrafter is the goal in and of itself, when combat is rare, the D&D levelling system will need some help. In a game about political intrigue and subtle plotting, when combat isn't the focus, the D&D levelling system will need some work. In a game about waltzing into dungeons, dodging traps, killing creatures, and collecting loot, the D&D levelling system works just fine.