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<blockquote data-quote="payn" data-source="post: 9355111" data-attributes="member: 90374"><p>So, lets back it up for a moment. You mentioned leveling shouldnt be in the GMs hands, but heres the thing, its always in the GMs hands. You are still putting the options in front of the players and they are making the decisions based on XP. Its really no different with milestone leveling in concept. However, with the mechanics under the hood, you can avoid decisions made based solely on mechanical benefit for the player's sake.</p><p></p><p>For example, I have had players avoid interesting adventures and quests because they were perceived to be either too hard or too easy and not worth doing based on XP alone. Not based on the particulars of what is happening in the setting and/or adventure. I dont want this kind of intrusion into the character play of my games. Which is why the characters understand power differences, but dont understand things like "level 7 wizard" because level mechanics are under the hood. This allows a more organic play that develops based on character interest beyond getting money and attaining power.</p></blockquote><p></p>
[QUOTE="payn, post: 9355111, member: 90374"] So, lets back it up for a moment. You mentioned leveling shouldnt be in the GMs hands, but heres the thing, its always in the GMs hands. You are still putting the options in front of the players and they are making the decisions based on XP. Its really no different with milestone leveling in concept. However, with the mechanics under the hood, you can avoid decisions made based solely on mechanical benefit for the player's sake. For example, I have had players avoid interesting adventures and quests because they were perceived to be either too hard or too easy and not worth doing based on XP alone. Not based on the particulars of what is happening in the setting and/or adventure. I dont want this kind of intrusion into the character play of my games. Which is why the characters understand power differences, but dont understand things like "level 7 wizard" because level mechanics are under the hood. This allows a more organic play that develops based on character interest beyond getting money and attaining power. [/QUOTE]
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