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Does hitting a milestone need more sizzle?
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<blockquote data-quote="Lackhand" data-source="post: 4269366" data-attributes="member: 36160"><p><strong>Derren</strong>, <strong>Regicide</strong>: I see what you're saying, I just think that you're both wrong <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=":)" /></p><p></p><p>While you say that Milestones break immersion, I'm not sure why they're any more immersion-breaking than rolling a 1 or a 20 on a hit -- which is completely metagame, and while it maps back to events in-game, is far more exciting as a metagame event.</p><p>(That's just an example. There are others.)</p><p></p><p>My point is that milestones are a game mechanic, admittedly -- but I feel that they're a good one. They are one way -- and there are others -- of rewarding characters for not stopping to rest. This is a worthy goal for several reasons: it means that the players can experience a model of attrition, it means that the characters adventure for more than 15 minutes a day, and it means that there's a way of rewarding players for playing the damn game.</p><p></p><p>Regicide: Your point about going to get a bar brawl before the next encounter is well taken, but this is the "anthill = million XP" problem from previous editions. If the bar brawl is interesting and fun and in some way relevant to <em>a</em> plot (not necessarily <em>the</em> plot), then sure, no reason not to treat it as a real encounter and grant AP.</p><p>If it's just the players being metagaming munchkins, then the DM is explicitly within his rights to deny them the AP from it.</p><p></p><p>Derren: Yeah, adventure design is one great way to keep the players playing. So's this. They're both good.</p><p></p><p>I agree with the OP that this method could be a little stronger, though. I think my house rule to make them more important -- when I start house-ruling -- will be the scaling xp advice from above.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 4269366, member: 36160"] [b]Derren[/b], [b]Regicide[/b]: I see what you're saying, I just think that you're both wrong :) While you say that Milestones break immersion, I'm not sure why they're any more immersion-breaking than rolling a 1 or a 20 on a hit -- which is completely metagame, and while it maps back to events in-game, is far more exciting as a metagame event. (That's just an example. There are others.) My point is that milestones are a game mechanic, admittedly -- but I feel that they're a good one. They are one way -- and there are others -- of rewarding characters for not stopping to rest. This is a worthy goal for several reasons: it means that the players can experience a model of attrition, it means that the characters adventure for more than 15 minutes a day, and it means that there's a way of rewarding players for playing the damn game. Regicide: Your point about going to get a bar brawl before the next encounter is well taken, but this is the "anthill = million XP" problem from previous editions. If the bar brawl is interesting and fun and in some way relevant to [i]a[/i] plot (not necessarily [i]the[/i] plot), then sure, no reason not to treat it as a real encounter and grant AP. If it's just the players being metagaming munchkins, then the DM is explicitly within his rights to deny them the AP from it. Derren: Yeah, adventure design is one great way to keep the players playing. So's this. They're both good. I agree with the OP that this method could be a little stronger, though. I think my house rule to make them more important -- when I start house-ruling -- will be the scaling xp advice from above. [/QUOTE]
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