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General Tabletop Discussion
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D&D's XP & advancement system is a bit broken. I have a solution.
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<blockquote data-quote="pming" data-source="post: 6825867" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>A couple things... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><em><strong>"I didn't until I did some number crunching".</strong></em> Ah-ha! There's yer problem, son. You got your fancy number-wranglin' mixed up with the nebulous vagaries of imaginative play. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Seriously though...in ANY roleplaying game, numbers rarely match up with actual play experience. Rarely. </p><p></p><p>At any rate...I think you are missing the forest through the trees, so to speak. Here's a question for you: Do your players walk away from the table happy and ready for next session? Yes? Ok, then you're doing it right. Who <em>cares</em> if it takes longer, or shorter than whatever is recommended in the books. </p><p></p><p>Gaining levels is not, contrary to popular belief, the end-all and be-all of playing an RPG. The real reward for playing an RPG is sitting around a table, laughing with friends, and playing make-believe to create a story everyone will remember to their death-bed.</p><p></p><p>I didn't read your whole blog...but it looked to me like you put <em>waaaaay</em> to much time into thinking about this. Your entire "fix" isn't a fix; it's just a different way of handling XP. The current way it is in the books isn't broken...it works just fine (as many others in the thread have mentioned).</p><p></p><p>I never 'design adventures' for any mechanical reasons. I write adventures. I mean, I'm not going to suddenly stop putting goblins into the goblin caves because the "xp budget for the PC's levels" has been reached. I have 14 more caves, with a small training cave, a goblin-gladiatorial pit-fighting arena, and a cave for visiting "dignitaries" with an envoy of two ogres from nearby Two-Deaths-Gorge and their pet worg. Likewise, if the PC's start exploring a small, three-cave area with a single, crazed, hobgoblin witchdoctor in it...and that takes 2 hours of play time due to in-character roleplaying...I'm not going to suddenly drop a hill giant on them so they can get enough XP to reach the "adventure session budget". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f635.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="o_O" title="Er... what? o_O" data-smilie="12"data-shortname="o_O" /> In all honesty...I am at a loss for why this sort of thing seems even remotely important to a campaign.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6825867, member: 45197"] Hiya! A couple things... ;) [I][B]"I didn't until I did some number crunching".[/B][/I] Ah-ha! There's yer problem, son. You got your fancy number-wranglin' mixed up with the nebulous vagaries of imaginative play. :) Seriously though...in ANY roleplaying game, numbers rarely match up with actual play experience. Rarely. At any rate...I think you are missing the forest through the trees, so to speak. Here's a question for you: Do your players walk away from the table happy and ready for next session? Yes? Ok, then you're doing it right. Who [I]cares[/I] if it takes longer, or shorter than whatever is recommended in the books. Gaining levels is not, contrary to popular belief, the end-all and be-all of playing an RPG. The real reward for playing an RPG is sitting around a table, laughing with friends, and playing make-believe to create a story everyone will remember to their death-bed. I didn't read your whole blog...but it looked to me like you put [I]waaaaay[/I] to much time into thinking about this. Your entire "fix" isn't a fix; it's just a different way of handling XP. The current way it is in the books isn't broken...it works just fine (as many others in the thread have mentioned). I never 'design adventures' for any mechanical reasons. I write adventures. I mean, I'm not going to suddenly stop putting goblins into the goblin caves because the "xp budget for the PC's levels" has been reached. I have 14 more caves, with a small training cave, a goblin-gladiatorial pit-fighting arena, and a cave for visiting "dignitaries" with an envoy of two ogres from nearby Two-Deaths-Gorge and their pet worg. Likewise, if the PC's start exploring a small, three-cave area with a single, crazed, hobgoblin witchdoctor in it...and that takes 2 hours of play time due to in-character roleplaying...I'm not going to suddenly drop a hill giant on them so they can get enough XP to reach the "adventure session budget". o_O In all honesty...I am at a loss for why this sort of thing seems even remotely important to a campaign. ^_^ Paul L. Ming [/QUOTE]
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D&D's XP & advancement system is a bit broken. I have a solution.
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