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I think the D&D experience system has a lot to do with my players being murder hobos.
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<blockquote data-quote="Unwise" data-source="post: 6835528" data-attributes="member: 98008"><p>Out of interest, what does a traditional XP system add to the game? What do you feel would be lost by switching to a milestone system? I am genuinely curious.</p><p></p><p>Personally, I think that milestone systems are the most honest way of rewarding outcomes rather than giving XP for murderhobo activities. If the PCs can open a secret door and skip the 1000XP of monsters, then the secret door needs to be worth near 1000XP or they were better off killing everything. It is like an MMO where people will go back and farm the remaining monsters for the XP. Do you plan to give the 1000XP for a quick and easy bypass of the monsters? What about a monster that could have been avoided with no effort, is it worth no XP? If you give XP for violence without a purpose, then yes, the XP system is rewarding the murderhobos.</p><p></p><p>I find giving XP for "stopping the goblin raids" but no XP for any skill checks or killing on the way to that goal, leads to the open ended problem solving that I want in a game. It is always in the PCs best interest to do things the most efficient and effective way, they don't need to think "am I losing out on XP doing it this way?" or "I am 50XP away from levelling, the kobold children are not worth XP alive..."</p><p></p><p>As far as XP for RPing goes, I have done away with that, because it was not worth tracking when I don't otherwise track XP closely, also it led to people limelighting themselves to get XP, or at least the pat on the back that XP represents. What I do instead is use RP to refresh inspiration and to gain plot-armor points. It is explicit that PCs important to the story or with unresolved drama ahead are less likely to die to random unheroic events than Guy the Fighter with no background or personality.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6835528, member: 98008"] Out of interest, what does a traditional XP system add to the game? What do you feel would be lost by switching to a milestone system? I am genuinely curious. Personally, I think that milestone systems are the most honest way of rewarding outcomes rather than giving XP for murderhobo activities. If the PCs can open a secret door and skip the 1000XP of monsters, then the secret door needs to be worth near 1000XP or they were better off killing everything. It is like an MMO where people will go back and farm the remaining monsters for the XP. Do you plan to give the 1000XP for a quick and easy bypass of the monsters? What about a monster that could have been avoided with no effort, is it worth no XP? If you give XP for violence without a purpose, then yes, the XP system is rewarding the murderhobos. I find giving XP for "stopping the goblin raids" but no XP for any skill checks or killing on the way to that goal, leads to the open ended problem solving that I want in a game. It is always in the PCs best interest to do things the most efficient and effective way, they don't need to think "am I losing out on XP doing it this way?" or "I am 50XP away from levelling, the kobold children are not worth XP alive..." As far as XP for RPing goes, I have done away with that, because it was not worth tracking when I don't otherwise track XP closely, also it led to people limelighting themselves to get XP, or at least the pat on the back that XP represents. What I do instead is use RP to refresh inspiration and to gain plot-armor points. It is explicit that PCs important to the story or with unresolved drama ahead are less likely to die to random unheroic events than Guy the Fighter with no background or personality. [/QUOTE]
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I think the D&D experience system has a lot to do with my players being murder hobos.
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