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General Tabletop Discussion
*TTRPGs General
D&D deserves a better XP system
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<blockquote data-quote="swrushing" data-source="post: 1334435" data-attributes="member: 14140"><p>This is, of course, incorrect.</p><p></p><p>As of 3.0 the criteria for earning experience switched from killing the monsters to overcoming the challenge. </p><p></p><p>Accomplishing the goal thru subterfuge and guile is just as rewarding in terms of Xp as doing it by brute force. if you look beyond just XP as the reward, then it may even be better to succeed by guile as you probably have less resources expended.</p><p></p><p>Can a game be run where all the solutions are simple brute force applications? Sure. A Gm can CHOOSE to make that the focus of his games and provide challenges which lend themselves to those approaches. However, a Gm can do it differently and make the "best choices" negotiation, subterfuge or guile based. i deally, if he is a marginally competent GM, whatever the "best solutions" are will be ones which coincide with the characters, their personality and ability, so that good roleplaying goes hand in hand with success.</p><p></p><p>All that said, I still see the use of XP thenselves as sort of an unnecessary middleman. 13-15 successful encounters/challenges is the behind the scenes level up benchmark, so it seems to me to be unnedded to convert successful encounters to Xp and then XP to leveling up by means of the table... just count encounters.</p><p></p><p>In my games, one DnD which wrapped up after three years and the stargate game i run now, leveling up occurs on a real world calendar... after three months of three sessions a month, you level up for stargate. In my DND game it was every two months more or less... levels 2-165 in just under three years.</p><p></p><p>No one balked at all at not having to track XP.</p></blockquote><p></p>
[QUOTE="swrushing, post: 1334435, member: 14140"] This is, of course, incorrect. As of 3.0 the criteria for earning experience switched from killing the monsters to overcoming the challenge. Accomplishing the goal thru subterfuge and guile is just as rewarding in terms of Xp as doing it by brute force. if you look beyond just XP as the reward, then it may even be better to succeed by guile as you probably have less resources expended. Can a game be run where all the solutions are simple brute force applications? Sure. A Gm can CHOOSE to make that the focus of his games and provide challenges which lend themselves to those approaches. However, a Gm can do it differently and make the "best choices" negotiation, subterfuge or guile based. i deally, if he is a marginally competent GM, whatever the "best solutions" are will be ones which coincide with the characters, their personality and ability, so that good roleplaying goes hand in hand with success. All that said, I still see the use of XP thenselves as sort of an unnecessary middleman. 13-15 successful encounters/challenges is the behind the scenes level up benchmark, so it seems to me to be unnedded to convert successful encounters to Xp and then XP to leveling up by means of the table... just count encounters. In my games, one DnD which wrapped up after three years and the stargate game i run now, leveling up occurs on a real world calendar... after three months of three sessions a month, you level up for stargate. In my DND game it was every two months more or less... levels 2-165 in just under three years. No one balked at all at not having to track XP. [/QUOTE]
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D&D deserves a better XP system
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