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<blockquote data-quote="Primitive Screwhead" data-source="post: 1720629" data-attributes="member: 20805"><p><strong>XP Awards</strong></p><p></p><p>I use CR for combats and story encounters, modified by whether the party 'defeats', 'bypasses', or 'avoids'.</p><p></p><p>As an example, this weekend the group will be going through a dungeon crawl as part of a greater story arc. Within the dungeon is a tightly bound ecology of inteligent life forms. The party needs to acquire an item from the room at the back of the dungeon in typical arcade style fashion.</p><p> 'defeat' is getting all the critters slain by either direct combat or convicing various groups to battle each other.</p><p> 'bypass' is leaving the critters alive and still, somehow, getting past them to the prize.</p><p> 'avoid' is either walking away and hoping the evil plot is stopped by someone more heroic.. or somehow getting the required item without dealing with the intervening critters.</p><p></p><p>Story encounters also have a CR assigned, based on how difficult they are to attain. This allows a group to continue leveling sans combat. I hide the traps and other problem solving stuff under this category.</p><p></p><p>Unfortunately, I am currently running a module which leans heavily on arcade style combat, my new campaign will be completely homebrew and story encounters will be the meat of character advancement.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 1720629, member: 20805"] [b]XP Awards[/b] I use CR for combats and story encounters, modified by whether the party 'defeats', 'bypasses', or 'avoids'. As an example, this weekend the group will be going through a dungeon crawl as part of a greater story arc. Within the dungeon is a tightly bound ecology of inteligent life forms. The party needs to acquire an item from the room at the back of the dungeon in typical arcade style fashion. 'defeat' is getting all the critters slain by either direct combat or convicing various groups to battle each other. 'bypass' is leaving the critters alive and still, somehow, getting past them to the prize. 'avoid' is either walking away and hoping the evil plot is stopped by someone more heroic.. or somehow getting the required item without dealing with the intervening critters. Story encounters also have a CR assigned, based on how difficult they are to attain. This allows a group to continue leveling sans combat. I hide the traps and other problem solving stuff under this category. Unfortunately, I am currently running a module which leans heavily on arcade style combat, my new campaign will be completely homebrew and story encounters will be the meat of character advancement. [/QUOTE]
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