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<blockquote data-quote="Jhaelen" data-source="post: 5460120" data-attributes="member: 46713"><p>That's not quite correct. Their actions will control when they gain levels. What it really does is eliminating the micro-management of getting xp for every single action in favour of looking at their actions at the macro-level.</p><p></p><p>What I wanted to get away from was their 3e behaviour: "Guys, I only need 200xp to level up, let's try to find some random encounter before we continue with the adventure."</p><p></p><p>It also eliminates one of the problems of the official modules from WotC and adventure paths:</p><p>No matter how many encounters they missed or evaded, they will have an appropriate level to continue with the next stage of the adventure (path). There need be no 'filler' encounters, nor having to clean up the whole dungeon. Imho, it also encourages and rewards careful exploration and looking for alternatives to combat, since it's only reaching the 'goal' that counts.</p><p></p><p>As I mentioned this may not be for everyone, particularly for the hardcore-sandboxers who don't care about 'storylines' and are happy to do whatever strikes their whim without any particular goal. But for us it's perfect.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5460120, member: 46713"] That's not quite correct. Their actions will control when they gain levels. What it really does is eliminating the micro-management of getting xp for every single action in favour of looking at their actions at the macro-level. What I wanted to get away from was their 3e behaviour: "Guys, I only need 200xp to level up, let's try to find some random encounter before we continue with the adventure." It also eliminates one of the problems of the official modules from WotC and adventure paths: No matter how many encounters they missed or evaded, they will have an appropriate level to continue with the next stage of the adventure (path). There need be no 'filler' encounters, nor having to clean up the whole dungeon. Imho, it also encourages and rewards careful exploration and looking for alternatives to combat, since it's only reaching the 'goal' that counts. As I mentioned this may not be for everyone, particularly for the hardcore-sandboxers who don't care about 'storylines' and are happy to do whatever strikes their whim without any particular goal. But for us it's perfect. [/QUOTE]
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