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New Design Paradigms - What are they and are they good or bad?
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<blockquote data-quote="Henry" data-source="post: 3354451" data-attributes="member: 158"><p>Basically, that would mean NOT running site-based adventures, unless XP awards were altered from "per challenge" to "per session."</p><p></p><p></p><p></p><p></p><p>Which means that one can gain enough XP to level about 8 times before resting for the day. Even at the very least, if you follow that rule about, "you can only gain enough XP to place you just below next level." They're levelling every single session, with no break in between.</p><p></p><p>Too much ice cream gives you a belly-ache, as you know. <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></p><p></p><p></p><p>What I'm getting at is that when the XP is based on "per challenge" and abilities regenerate after every encounter, then they could in theory take 100 combat challenges without stopping. There needs to be some kind of expended resource, or there is no dramatic tension. Imagine a Naxy SEAL team that never got tired, never needed ammo, and healed all injuries after every firefight. While it would make a general's dream-team, it makes for kind of boring storytelling. Feng Shui is a fantastic game, but I simply can't run an extended campaign in it - I've tried.</p></blockquote><p></p>
[QUOTE="Henry, post: 3354451, member: 158"] Basically, that would mean NOT running site-based adventures, unless XP awards were altered from "per challenge" to "per session." Which means that one can gain enough XP to level about 8 times before resting for the day. Even at the very least, if you follow that rule about, "you can only gain enough XP to place you just below next level." They're levelling every single session, with no break in between. Too much ice cream gives you a belly-ache, as you know. ;) What I'm getting at is that when the XP is based on "per challenge" and abilities regenerate after every encounter, then they could in theory take 100 combat challenges without stopping. There needs to be some kind of expended resource, or there is no dramatic tension. Imagine a Naxy SEAL team that never got tired, never needed ammo, and healed all injuries after every firefight. While it would make a general's dream-team, it makes for kind of boring storytelling. Feng Shui is a fantastic game, but I simply can't run an extended campaign in it - I've tried. [/QUOTE]
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