The day D&D becomes FATE is the day D&D dies.
What, too much oregano for you?
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The day D&D becomes FATE is the day D&D dies.
That's not what I'm saying. I'm saying that Inspiration doesn't encourage player characters to have flaws and relationships. None of Mearls's article said inspiration would be related to either of those things.If your game doesn't need Inspiration because your players already create glorious flaws for your PCs that impact your game and how they react and relate to everybody else, creating wonderful conflict and intriguing storylines... consider yourself lucky.
The day D&D becomes FATE is the day D&D dies.
The article says this:To me, that says "doing something you normally do, but with a lame accent." That doesn't sound like something worthy of a weird, socially tricky reward. I, as a DM, don't understand how I'm supposed to use this system. Why would I give players rewards for doing what they normally do?The key lies in describing your action in an interesting way, acting out your character's dialogue, or otherwise helping to bring the game to life
I agree, and I mostly feel the same way, but DMs who feel the same way are already doing this. DM's who don't feel the same way won't want a core mechanic telling them they're doing it wrong.That isn't necessarily what Mearls is talking about. I have often had players say things like "I'm making a Diplomacy check to convince the king to fund our expedition."
Naturally, this does not fly at my table. My response is always, "Okay. What are you saying?" After this happens a few times, the player gets the idea and starts acting out dialogue without being told. But I have seen other DMs allow players to simply roll Diplomacy and move on. It's not something you can take for granted.
(Indeed, there is a certain logic to just making the skill check. You don't have to explain how you're manipulating the lock mechanism when you roll Open Locks, and you don't have to explain the sequence of motions in a back flip when you roll Acrobatics. Why should you have to explain what you're saying when you roll Diplomacy? I view speaking in character as an essential part of roleplaying, but not everyone feels that way.)
When was that a rule in D&D? 1e contains this:Here is the core conceit of D&D and what Next is getting wrong:
In D&D the role you play is your Class. You get XP for each of your Classes for performing Class-related actions.
There is also this passage, which you may be referring to:Gaining experience points through the acquisition of gold pieces and by slaying monsters might be questioned by some individuals as non- representative of how an actual character would become more able in his or her class...While praying and religious-oriented acts are more properly the activities for which a cleric would gain experience points, this is not the stuff of exciting swords & sorcery adventure...It is, therefore, discarded and subsumed as taking place on a character's "off hours".
...which just amounts to "you only get XP if your character actually helped."Finally, clerics' major aims are to use their spell abilities to aid during any given encounter, fighters aim to engage in combat, magic-users aim to cast spells, thieves aim to make gain by stealth, and monks aim to usetheir unusual talents to come to successful ends. If characters gain treasure by pursuit of their major aims, then they are generally entitled to a full share of earned experience points awarded by the DM.
If you have the AD&D manuals on hand to quote, I think you likely have 3lbbs too. The game awarded classes with different XP totals. Your elven PC could be a 3rd level fighting-man for one session or adventure and then switch to another multiclass he already declared. For instance, 1st level magic-user. XP rewards were talked about all over the place in many different publications. We saw rewards for: gaining gold, overcoming others in combat, and by the Eighties rewards for attendance and acting in character, but not much else. These are suggestions for what XP is rewarded for, but always different classes required different amounts of XP to advance a class level. Each also excelled in very different means of engaging with the world at large. Balancing those challenges in the world to class level meant classes were expected to improve only after players demonstrated proficiency in them. You could take on challenges for other classes, but gaining XP for any and every class (like some later 80s games did) contradicted D&D's focus on role playing. As there already is a good deal of built in overlap for the classes such would confuse what XP was for after a complex event. So, one obvious interpretation of the XP charts was that they are based on the built in class challenges for each class. What each of those specifically were depended upon the design the DM used.Do the original 3 booklets have more on this?