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<blockquote data-quote="TBeholder" data-source="post: 6958543" data-attributes="member: 41606"><p>Good thing the developers of Dark Sun, Spelljammer etc didn't know this. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /></p><p> I suddenly have a vague guess at what the problem is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p> For most settings, "weeks without an encounter" is sane, unless you are on a war. Or, yes, in a dungeon.</p><p> Maybe. The root of your problem seems to be that in *D&D character level is all-important, and most or all (depending on the version) XP is "defeat" XP. No combat - no XP.</p><p>In the end, a party have to level up <em>somehow</em> to deal with tougher problems. AD&D2 has decent amount of Individual Awards (and more of them e.g. in Dark Sun), and before that there was XP for loot. It works nicely as a diet supplement, but is not so great as the main source. And warriors have Individual Awards, obviously, for fighting.</p><p>Levelling up is <em>not really necessary for the game</em>, but it is necessary if PCs are to handle a tough fight later. So if there's not enough of legitimate XP, DM have a choice:</p><p>A. not using showy tough challenges that low-level PCs cannot beat (no dragons, no problem),</p><p>B. some form of <em>deus ex machina</em> (which makes the tough part unsatisfactory) or</p><p>C. toughen PCs up by throwing in arbitrary "quest awards", etc - sometimes it can be justified, sometimes it's but another paper-thin disguise for <em>deus ex machina</em>.</p><p>In some old modules authors had to cheat to make sure PCs are up to it at some later point by using XP steroids:</p><p> Kind of like this.</p><p></p><p> Retroclones like Castles & Crusades? The problem is, most D&D retroclones were, obviously, made specifically to play much like old D&D. So why would this change much?</p><p>If you want non-D&D relatives, <em>Dragonlance: Fifth Age</em> was an adaptation of SAGA system, IIRC. Warhammer Fantasy RP. Alternity (there's a remake in the workshop currently), though its magic system (FX skills) is rather sketchy.</p><p>Either way, it would be easier to find if you formulated requirements - what exactly result do you want.</p></blockquote><p></p>
[QUOTE="TBeholder, post: 6958543, member: 41606"] Good thing the developers of Dark Sun, Spelljammer etc didn't know this. :heh: I suddenly have a vague guess at what the problem is. ;) For most settings, "weeks without an encounter" is sane, unless you are on a war. Or, yes, in a dungeon. Maybe. The root of your problem seems to be that in *D&D character level is all-important, and most or all (depending on the version) XP is "defeat" XP. No combat - no XP. In the end, a party have to level up [I]somehow[/I] to deal with tougher problems. AD&D2 has decent amount of Individual Awards (and more of them e.g. in Dark Sun), and before that there was XP for loot. It works nicely as a diet supplement, but is not so great as the main source. And warriors have Individual Awards, obviously, for fighting. Levelling up is [I]not really necessary for the game[/I], but it is necessary if PCs are to handle a tough fight later. So if there's not enough of legitimate XP, DM have a choice: A. not using showy tough challenges that low-level PCs cannot beat (no dragons, no problem), B. some form of [I]deus ex machina[/I] (which makes the tough part unsatisfactory) or C. toughen PCs up by throwing in arbitrary "quest awards", etc - sometimes it can be justified, sometimes it's but another paper-thin disguise for [I]deus ex machina[/I]. In some old modules authors had to cheat to make sure PCs are up to it at some later point by using XP steroids: Kind of like this. Retroclones like Castles & Crusades? The problem is, most D&D retroclones were, obviously, made specifically to play much like old D&D. So why would this change much? If you want non-D&D relatives, [I]Dragonlance: Fifth Age[/I] was an adaptation of SAGA system, IIRC. Warhammer Fantasy RP. Alternity (there's a remake in the workshop currently), though its magic system (FX skills) is rather sketchy. Either way, it would be easier to find if you formulated requirements - what exactly result do you want. [/QUOTE]
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