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<blockquote data-quote="Rel" data-source="post: 4536452" data-attributes="member: 99"><p>I honestly haven't decided yet how I'm going to handle XP except to say that I won't be doing it by the RAW. I developed a system for use with 3.x that worked extremely well for our group where I handed out XP based on each scene. It didn't matter if the scene was a combat encounter, pure roleplaying or what we'd now call a "Skill Challenge". All that mattered was how "significant" the scene was in general and that (indexed with the average level of the party) determined how much XP they got.</p><p></p><p>Now that there isn't much use for XP other than determining level I might just stop tracking it altogether and just "level them up when I feel like it". However another slant on that idea might be that accomplishing certain specific milestones and quests might be necessary in order to gain that level. That could provide some motivation for some of the players for sure.</p><p></p><p>I'll have to give that a bit more thought but, mechanically, it's pretty easy to deal with either way.</p></blockquote><p></p>
[QUOTE="Rel, post: 4536452, member: 99"] I honestly haven't decided yet how I'm going to handle XP except to say that I won't be doing it by the RAW. I developed a system for use with 3.x that worked extremely well for our group where I handed out XP based on each scene. It didn't matter if the scene was a combat encounter, pure roleplaying or what we'd now call a "Skill Challenge". All that mattered was how "significant" the scene was in general and that (indexed with the average level of the party) determined how much XP they got. Now that there isn't much use for XP other than determining level I might just stop tracking it altogether and just "level them up when I feel like it". However another slant on that idea might be that accomplishing certain specific milestones and quests might be necessary in order to gain that level. That could provide some motivation for some of the players for sure. I'll have to give that a bit more thought but, mechanically, it's pretty easy to deal with either way. [/QUOTE]
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