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Experience Matters - The benefits of XP
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<blockquote data-quote="Mecheon" data-source="post: 9026587" data-attributes="member: 6801776"><p>There's enough stories like that around I've heard it said, plus the absolute classic from Dragon magazine of that guy who killed most everyone in Oerth and wanted to know how much XP he got from the murders. But XP specifically comes from those things then leads to this thing where, yeah, first up you do the sneaky element.... But then you turn around and murder those people you just negotiated with because, that's more XP you'd be losing otherwise. Every trap becomes disarm it, then tear the thing apart for more XP, sell the parts of it in town for more gold, steal the doors from the tomb of horrors type of situations.</p><p></p><p>Which, I mean, if you want morally corrupt vultures, is certainly a choice, but at odds with how people tend to play and what the big examples of play are at the moment.</p><p></p><p>With milestone levelling, the boosts come from completing story beats. So that gives all players an incentive to continue on with the overall things going on. However, XP shifts the carrot over to killing things, which could lead people to discard story. Talking to people and handling fun small-end stuff isn't showering you with XP, so to those people, its a waste of time. Why help the citizens of Townsville (which can be later used as a base of operations, gain valuable allies in future efforts, and allow for storyline beats) when we can just go outside town and kill things for more XP?</p><p></p><p>Just like how the DM picks what foes to fight, they get to decide the appropriate tasks. DMs restricting the players either way in much the same way they could just, dunk a tarrasque on a level 1 party. Its all dependant on the DM regardless. They could just as easily screw the party over in an XP only enviroment.</p><p></p><p>I'd argue on the last point that they should get other treasures from doing further exploration. Sure, you get the stuff towards levelling for completing the task, but poking around further gives you more leads for future story stuff, alongside Fun Items to give more of an incentive to looking around. Not XP, sure, but its still stuff that gives an incentive to look around further. A magic item is a lot more evocative of why to explore a strange area than just a number going up that could go up from anything else.</p></blockquote><p></p>
[QUOTE="Mecheon, post: 9026587, member: 6801776"] There's enough stories like that around I've heard it said, plus the absolute classic from Dragon magazine of that guy who killed most everyone in Oerth and wanted to know how much XP he got from the murders. But XP specifically comes from those things then leads to this thing where, yeah, first up you do the sneaky element.... But then you turn around and murder those people you just negotiated with because, that's more XP you'd be losing otherwise. Every trap becomes disarm it, then tear the thing apart for more XP, sell the parts of it in town for more gold, steal the doors from the tomb of horrors type of situations. Which, I mean, if you want morally corrupt vultures, is certainly a choice, but at odds with how people tend to play and what the big examples of play are at the moment. With milestone levelling, the boosts come from completing story beats. So that gives all players an incentive to continue on with the overall things going on. However, XP shifts the carrot over to killing things, which could lead people to discard story. Talking to people and handling fun small-end stuff isn't showering you with XP, so to those people, its a waste of time. Why help the citizens of Townsville (which can be later used as a base of operations, gain valuable allies in future efforts, and allow for storyline beats) when we can just go outside town and kill things for more XP? Just like how the DM picks what foes to fight, they get to decide the appropriate tasks. DMs restricting the players either way in much the same way they could just, dunk a tarrasque on a level 1 party. Its all dependant on the DM regardless. They could just as easily screw the party over in an XP only enviroment. I'd argue on the last point that they should get other treasures from doing further exploration. Sure, you get the stuff towards levelling for completing the task, but poking around further gives you more leads for future story stuff, alongside Fun Items to give more of an incentive to looking around. Not XP, sure, but its still stuff that gives an incentive to look around further. A magic item is a lot more evocative of why to explore a strange area than just a number going up that could go up from anything else. [/QUOTE]
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