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<blockquote data-quote="shilsen" data-source="post: 2917165" data-attributes="member: 198"><p>Personally, I've found a lot of positives to it. I don't have to bother calculating XP based on CR and challenges. I also find that every one of the "should the PCs get more/less XP in this situation?" debates on these boards cannot exist in my game, since the XP gained is irrespective of the situation. It also significantly changes the mindset of the players, since they're no longer thinking of fights in the metagame sense of something that gives them XP, which for me is a good thing. They're a lot more likely to consider other ways of dealing with issues than combat. </p><p></p><p></p><p></p><p>That, I think, would be the common downside for most players <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=":)" /> The way I figure it, if I make combat fun and interesting and challenging (which I think my players will say I've done), that's enough of a benefit.</p><p></p><p></p><p></p><p>That angle I have covered. We always have a lot of things happening every session. Most sessions have combat, and since I have very little dungeon crawling and rarely more than one combat in a given day, most combats are serious knock-down drag-out brawls, with PCs heavily damaged, unconscious or only alive due to action point usage. And combat or not, every session has a lot of roleplaying and interesting/fun things happening. The campaign's a heavily character-driven game, so every session produces things that drive the campaign and the plots the party have chosen to get involved in. </p><p></p><p>So, I could easily link the XP to things the PCs have achieved every session, but I don't think that's necessary. As long as the players are having fun every session and progressing in power at a speed that makes it easier for me to create sessions where they can have fun, I figure everyone wins.</p></blockquote><p></p>
[QUOTE="shilsen, post: 2917165, member: 198"] Personally, I've found a lot of positives to it. I don't have to bother calculating XP based on CR and challenges. I also find that every one of the "should the PCs get more/less XP in this situation?" debates on these boards cannot exist in my game, since the XP gained is irrespective of the situation. It also significantly changes the mindset of the players, since they're no longer thinking of fights in the metagame sense of something that gives them XP, which for me is a good thing. They're a lot more likely to consider other ways of dealing with issues than combat. That, I think, would be the common downside for most players :) The way I figure it, if I make combat fun and interesting and challenging (which I think my players will say I've done), that's enough of a benefit. That angle I have covered. We always have a lot of things happening every session. Most sessions have combat, and since I have very little dungeon crawling and rarely more than one combat in a given day, most combats are serious knock-down drag-out brawls, with PCs heavily damaged, unconscious or only alive due to action point usage. And combat or not, every session has a lot of roleplaying and interesting/fun things happening. The campaign's a heavily character-driven game, so every session produces things that drive the campaign and the plots the party have chosen to get involved in. So, I could easily link the XP to things the PCs have achieved every session, but I don't think that's necessary. As long as the players are having fun every session and progressing in power at a speed that makes it easier for me to create sessions where they can have fun, I figure everyone wins. [/QUOTE]
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