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<blockquote data-quote="ffy" data-source="post: 5458174" data-attributes="member: 6667124"><p>i agree with using xp to encourage desired behaviour. especially if you let them know after slaying a room full of orcs that its not the killing they are getting xp for, but for getting past that obstacle in their path. they could have got just as much xp for sneaking past them or talking their way through.</p><p></p><p>with how many different rewards the DM can give out in 4e, i feel its not necessary to actually give out xp points to make the players feel as if their character is growing (before leveling up). xp is more of a DM tool for rewarding awesomeness (you get 50 extra experience in this fight for that awesome <very imaginative move here>!) than for the players. </p><p></p><p>as an inexperienced DM i havent run into a player who is trying to 'beat' the game, so i am asking this. regarding the metagaming players, if a player knows the following:</p><p>1) how many encounters it usually takes to level up </p><p>2) they are a small amount of xp away from leveling up</p><p>why cant the DM just make them understand that instead of trying to run around slaying random things, or finding a random encounter, they should continue acting in character and not worry about finding enough xp to level up, since the DM has already placed it in some place in the world for them to find anyway? is it pure humanly greed ('i am so close, i HAVE to get it NOW!!') or are they trying to get an edge over the DM-controlled monsters by leveling up that drives them to do so? because it seems that removing xp would probably fix the problem in both scenarios. in the first case it would implicitly tell them that they will level up when the time is right, and in the second case it would eliminate their ability to try to get an edge in levels.</p></blockquote><p></p>
[QUOTE="ffy, post: 5458174, member: 6667124"] i agree with using xp to encourage desired behaviour. especially if you let them know after slaying a room full of orcs that its not the killing they are getting xp for, but for getting past that obstacle in their path. they could have got just as much xp for sneaking past them or talking their way through. with how many different rewards the DM can give out in 4e, i feel its not necessary to actually give out xp points to make the players feel as if their character is growing (before leveling up). xp is more of a DM tool for rewarding awesomeness (you get 50 extra experience in this fight for that awesome <very imaginative move here>!) than for the players. as an inexperienced DM i havent run into a player who is trying to 'beat' the game, so i am asking this. regarding the metagaming players, if a player knows the following: 1) how many encounters it usually takes to level up 2) they are a small amount of xp away from leveling up why cant the DM just make them understand that instead of trying to run around slaying random things, or finding a random encounter, they should continue acting in character and not worry about finding enough xp to level up, since the DM has already placed it in some place in the world for them to find anyway? is it pure humanly greed ('i am so close, i HAVE to get it NOW!!') or are they trying to get an edge over the DM-controlled monsters by leveling up that drives them to do so? because it seems that removing xp would probably fix the problem in both scenarios. in the first case it would implicitly tell them that they will level up when the time is right, and in the second case it would eliminate their ability to try to get an edge in levels. [/QUOTE]
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