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D&D deserves a better XP system
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<blockquote data-quote="DWARF" data-source="post: 1333068" data-attributes="member: 863"><p>I usually run my games with an openly "non-combat directed" system. I'll let them know that if they can perform whatever mission/quest they have chosen or are appointed to they'll earn X amount of Xp. If they slaughter their way through 1000 orcs and free the princess, X points. if they trade with the orcs and get her free X points. If they sneak in and free her, X points.</p><p></p><p>Add to this the fact that they also know I'm running a world and not a campaign, and that sometimes a given challenge will be simplistic, and other times impossible for them at that time/level, but I'm not going to handle them and their decisions with safety gloves, tends to keep the combats to a minimum.</p><p></p><p>Why risk a big battle when it is possible for you to sneak past? Heck, sneaking might be your only option since the combat might be TPK level at that time.</p><p></p><p>Making sure your players know that the world is a dangerous place and "suitable" combats are never assured; as well as mission based Xp instead of kill based, will bring about a much more dynamic game.</p><p></p><p>Then, start handing out roleplaying bonuses as well and you'll have a great game set up!</p></blockquote><p></p>
[QUOTE="DWARF, post: 1333068, member: 863"] I usually run my games with an openly "non-combat directed" system. I'll let them know that if they can perform whatever mission/quest they have chosen or are appointed to they'll earn X amount of Xp. If they slaughter their way through 1000 orcs and free the princess, X points. if they trade with the orcs and get her free X points. If they sneak in and free her, X points. Add to this the fact that they also know I'm running a world and not a campaign, and that sometimes a given challenge will be simplistic, and other times impossible for them at that time/level, but I'm not going to handle them and their decisions with safety gloves, tends to keep the combats to a minimum. Why risk a big battle when it is possible for you to sneak past? Heck, sneaking might be your only option since the combat might be TPK level at that time. Making sure your players know that the world is a dangerous place and "suitable" combats are never assured; as well as mission based Xp instead of kill based, will bring about a much more dynamic game. Then, start handing out roleplaying bonuses as well and you'll have a great game set up! [/QUOTE]
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D&D deserves a better XP system
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