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NPC levels vs age and experience...
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<blockquote data-quote="Khorod" data-source="post: 467428" data-attributes="member: 1636"><p>D'oh on the taking of 10's.</p><p></p><p>And also I suppose that logic was based on my own feeling that masterwork weapons aren't quite so rare. They are the 'good stuff', and should turn up more. Or maybe, some sort of quasi-masterwork weapons should turn up.</p><p></p><p></p><p>Celebrim: And furthermore, role-playing experience awards.</p><p></p><p>I don't give experience for killing things, I give the encounter a CR which is adjusted by what the players do to deal with it. Whether they kill it, talk to it, run from it, etc. And then, I give a nice 'detailed, in-character' award every few sessions. IMO for a game that is even half role-playing, experience for just killing things should be no more than half. That's not to say defeating shouldn't be a majority.</p><p></p><p>Those soldiers might not have to kill to get better, but they do need to be battled-hardened. So they had to at least survive a pitched battle to advance as infantrymen.</p><p></p><p>However, if you have a smith that lives in a truly monotonous town, where everything and everyone are predictable, and where his talents are not truly tested by his work, would such a smith advance? Probably only very, very slowly. He would have to go to the next village over and challenge their smith to a duel... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Khorod, post: 467428, member: 1636"] D'oh on the taking of 10's. And also I suppose that logic was based on my own feeling that masterwork weapons aren't quite so rare. They are the 'good stuff', and should turn up more. Or maybe, some sort of quasi-masterwork weapons should turn up. Celebrim: And furthermore, role-playing experience awards. I don't give experience for killing things, I give the encounter a CR which is adjusted by what the players do to deal with it. Whether they kill it, talk to it, run from it, etc. And then, I give a nice 'detailed, in-character' award every few sessions. IMO for a game that is even half role-playing, experience for just killing things should be no more than half. That's not to say defeating shouldn't be a majority. Those soldiers might not have to kill to get better, but they do need to be battled-hardened. So they had to at least survive a pitched battle to advance as infantrymen. However, if you have a smith that lives in a truly monotonous town, where everything and everyone are predictable, and where his talents are not truly tested by his work, would such a smith advance? Probably only very, very slowly. He would have to go to the next village over and challenge their smith to a duel... :) [/QUOTE]
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