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*TTRPGs General
D&D deserves a better XP system
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<blockquote data-quote="swrushing" data-source="post: 1334486" data-attributes="member: 14140"><p>this is VERy fair to group A.</p><p></p><p>group A ends the events in much better state than group B. Group B is badly mauled and probably, if my experience tells me anything, expended a lot more expendable resources. </p><p></p><p>The reward for group A is being safer, in better health and with less loss. They can continue on the followup immediately. Group b's downside is the loss of gear and not being in a state ready to go further. They must rest and even then have less stuff with which to press forward.</p><p></p><p>I cannot imagine two actual groups of players looking at their two relative groups and going "unfair" at all there. The differences are clear and the reason why playing smartly is a reward is obvious.</p><p></p><p>Now, if the Gms's scenarios end there, and suddenly they all trek back to the city all safely and have unlimited time to heal up and he never has scenarios that continue on, then HE HAS CHOSEN to not have the brute force guys see all of the downsides of their choices and he himself is causing what may well be seen as an imbalance. On occasion, he probably needs to have scenarios where the party does not have enough brute force to get thru and succeed. if he always throws challnges that can be met by brute force and little else and succeed, its HIM not the Xp system, thats telling hs players to play that way.</p><p></p><p>Maybe, just maybe, some of your strong perceptions on this stem from your own local grpoups playing styles?</p></blockquote><p></p>
[QUOTE="swrushing, post: 1334486, member: 14140"] this is VERy fair to group A. group A ends the events in much better state than group B. Group B is badly mauled and probably, if my experience tells me anything, expended a lot more expendable resources. The reward for group A is being safer, in better health and with less loss. They can continue on the followup immediately. Group b's downside is the loss of gear and not being in a state ready to go further. They must rest and even then have less stuff with which to press forward. I cannot imagine two actual groups of players looking at their two relative groups and going "unfair" at all there. The differences are clear and the reason why playing smartly is a reward is obvious. Now, if the Gms's scenarios end there, and suddenly they all trek back to the city all safely and have unlimited time to heal up and he never has scenarios that continue on, then HE HAS CHOSEN to not have the brute force guys see all of the downsides of their choices and he himself is causing what may well be seen as an imbalance. On occasion, he probably needs to have scenarios where the party does not have enough brute force to get thru and succeed. if he always throws challnges that can be met by brute force and little else and succeed, its HIM not the Xp system, thats telling hs players to play that way. Maybe, just maybe, some of your strong perceptions on this stem from your own local grpoups playing styles? [/QUOTE]
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D&D deserves a better XP system
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