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<blockquote data-quote="Jacob Lewis" data-source="post: 7386587" data-attributes="member: 6667921"><p>D&D has traditionally been a scaling combat-focused game. Naturally, the progression follows a design built on the premise of many combat encounters, which are the heart of the game itself. And xp has evolved into the currency by which balance and progression are measured in the game. And it is flexible.</p><p></p><p>For comparison, look to a different system that is completely different from D&D and it's clones. Games without levels and not as combat-focused. Star Wars (FFG), for example, recommends awarding 10-20 xp per session for each participant. These can be saved or spent to purchase talents, or skill ranks, or even new specializations. There are no set levels so you don't wait for the one time bump and a package level-up. Instead, you continually buy small boosts as your character grows and develops with the game, as opposed to certain checkpoints. </p><p></p><p>I know it doesn't apply here, but it is interesting to see how different systems handle similar ideas like experience points and leveling up, which affects the game as a whole. You can level up as quickly or as slow as you like in order to progress your campaigns as long as your group agrees on the same rate. And as I said, it is flexible so you can adjust as needed. Enjoy!</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7386587, member: 6667921"] D&D has traditionally been a scaling combat-focused game. Naturally, the progression follows a design built on the premise of many combat encounters, which are the heart of the game itself. And xp has evolved into the currency by which balance and progression are measured in the game. And it is flexible. For comparison, look to a different system that is completely different from D&D and it's clones. Games without levels and not as combat-focused. Star Wars (FFG), for example, recommends awarding 10-20 xp per session for each participant. These can be saved or spent to purchase talents, or skill ranks, or even new specializations. There are no set levels so you don't wait for the one time bump and a package level-up. Instead, you continually buy small boosts as your character grows and develops with the game, as opposed to certain checkpoints. I know it doesn't apply here, but it is interesting to see how different systems handle similar ideas like experience points and leveling up, which affects the game as a whole. You can level up as quickly or as slow as you like in order to progress your campaigns as long as your group agrees on the same rate. And as I said, it is flexible so you can adjust as needed. Enjoy! [/QUOTE]
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