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OSR/older D&D and XP from gold - is there a "proper" alternative?
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<blockquote data-quote="Charlaquin" data-source="post: 7460194" data-attributes="member: 6779196"><p>Except for the part where you see no improvement at all for huge stretches of time and then suddenly become significantly better all at once. Or the part where punching enough boars can somehow make you better at playing the lure (but actually playing the lute can’t).</p><p></p><p>All game mechanics are necessarily abstract and break down past a certain point. All “realism” in game mechanics is necessarily selective. It’s just a matter of what parts you’re ok with selecting.</p><p></p><p></p><p>No more than XP for combat forces the GM to design campaigns to have consistent opportunities for violent conflict. All rules systems constrain design, it’s just a matter of what constraints are right for your purposes. Which is why, as I say, “what am I going to award XP for?” is as important of a question as “what are the themes of this campaign?”</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7460194, member: 6779196"] Except for the part where you see no improvement at all for huge stretches of time and then suddenly become significantly better all at once. Or the part where punching enough boars can somehow make you better at playing the lure (but actually playing the lute can’t). All game mechanics are necessarily abstract and break down past a certain point. All “realism” in game mechanics is necessarily selective. It’s just a matter of what parts you’re ok with selecting. No more than XP for combat forces the GM to design campaigns to have consistent opportunities for violent conflict. All rules systems constrain design, it’s just a matter of what constraints are right for your purposes. Which is why, as I say, “what am I going to award XP for?” is as important of a question as “what are the themes of this campaign?” [/QUOTE]
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OSR/older D&D and XP from gold - is there a "proper" alternative?
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