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General Tabletop Discussion
*Dungeons & Dragons
New Players same level as Current Players?
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<blockquote data-quote="ThirdWizard" data-source="post: 6823886" data-attributes="member: 12037"><p>It's interesting that you say this, because I started this mentality within the first year of starting up 4e. Before that, I had given out XP individually and used leveling as a reward for overcoming obstacles. Success = XP = levels. I would say that the nature of 4e D&D made moving away from that the obvious choice for me.</p><p></p><p>Actually, when I started out playing D&D, I only gave XP to the character who made the killing blow. That led to some awkward situations (to say the least), and I look back at that with regret and embarrassment.</p><p></p><p>On the topic of 5e, I actually started my current 5e game giving out XP for successes, and it felt strange. It felt like busywork that was an excuse to achieve some kind of impartiality in the system toward player advancement. I gave everyone the same XP, even if they missed a session, so what was the point in the granularity? I couldn't find any. Eventually, I just started leveling everyone up after two adventures which is what was happening anyway by chance. I like this much better and feel more comfortable playing this way.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 6823886, member: 12037"] It's interesting that you say this, because I started this mentality within the first year of starting up 4e. Before that, I had given out XP individually and used leveling as a reward for overcoming obstacles. Success = XP = levels. I would say that the nature of 4e D&D made moving away from that the obvious choice for me. Actually, when I started out playing D&D, I only gave XP to the character who made the killing blow. That led to some awkward situations (to say the least), and I look back at that with regret and embarrassment. On the topic of 5e, I actually started my current 5e game giving out XP for successes, and it felt strange. It felt like busywork that was an excuse to achieve some kind of impartiality in the system toward player advancement. I gave everyone the same XP, even if they missed a session, so what was the point in the granularity? I couldn't find any. Eventually, I just started leveling everyone up after two adventures which is what was happening anyway by chance. I like this much better and feel more comfortable playing this way. [/QUOTE]
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