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More "realistic" advancement in D&D?
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<blockquote data-quote="Lanefan" data-source="post: 5040482" data-attributes="member: 29398"><p>Of course it does; 4e is not designed for realistic advancement, it wants everyone in the party to level together and doesn't handle parties of mixed level as well as it probably should. I'm assuming this thread is about trying to find a better way than that.</p><p></p><p>And yes, I want to differentiate rewards. I've both played with and DMed players who, if the ExP were divided on a pure encounter-completion basis regardless of actual participation, would have their characters run and hide *every single time*, leaving others to take the risk. The last thing I want to do is reward this selfish me-first style of play.</p><p></p><p>And that is realistic. The character who runs and hides from a situation (or who happens to sleep through it, or be elsewhere at the time) will not gain or learn as much from overcoming it as will the character who sticks their nose in - and that goes for combat and non-combat scenarios alike. And if your ExP rewards don't reflect this you're doing your risk-taking characters (and players) a grave dis-service.</p><p></p><p>There was a lo-ong thread in here a few months back about just this. I believe the scenario was that two characters had gone off exploring, they found nothing; but in the meantime the other three went elsewhere and got involved in a battle: the question was whether or not the two who were off elsewhere would get ExP for that battle. Obviously, I maintain they should not. The more recent editions of the game as designed would seem to disagree (the 3e DMG is quite specific in stating that everyone gets ExP for everything, for example), and this is both unrealistic and - let's face it - grossly unfair.</p><p></p><p>So, in summation, a large part of realistic advancement lies in how the ExP are given out, and for what; and risk should lead to reward on an individual basis. And if this leads to disparate levels within the party, so be it.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5040482, member: 29398"] Of course it does; 4e is not designed for realistic advancement, it wants everyone in the party to level together and doesn't handle parties of mixed level as well as it probably should. I'm assuming this thread is about trying to find a better way than that. And yes, I want to differentiate rewards. I've both played with and DMed players who, if the ExP were divided on a pure encounter-completion basis regardless of actual participation, would have their characters run and hide *every single time*, leaving others to take the risk. The last thing I want to do is reward this selfish me-first style of play. And that is realistic. The character who runs and hides from a situation (or who happens to sleep through it, or be elsewhere at the time) will not gain or learn as much from overcoming it as will the character who sticks their nose in - and that goes for combat and non-combat scenarios alike. And if your ExP rewards don't reflect this you're doing your risk-taking characters (and players) a grave dis-service. There was a lo-ong thread in here a few months back about just this. I believe the scenario was that two characters had gone off exploring, they found nothing; but in the meantime the other three went elsewhere and got involved in a battle: the question was whether or not the two who were off elsewhere would get ExP for that battle. Obviously, I maintain they should not. The more recent editions of the game as designed would seem to disagree (the 3e DMG is quite specific in stating that everyone gets ExP for everything, for example), and this is both unrealistic and - let's face it - grossly unfair. So, in summation, a large part of realistic advancement lies in how the ExP are given out, and for what; and risk should lead to reward on an individual basis. And if this leads to disparate levels within the party, so be it. Lanefan [/QUOTE]
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