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<blockquote data-quote="KidSnide" data-source="post: 5144442" data-attributes="member: 54710"><p>Lots of folks (myself included) have stopped giving xp for combat and just reward levels "when appropriate". I think it's been really successful in my case (my current campaign has been going on for a decade without xp), although I'm not sure how much of an effect it had on behavior. My PCs were already focused on engaging the story (or, "the things going on in the word" if you take a less guided view of the game).</p><p></p><p>Certainly, I would recommend rewarding accomplishment over battle, if just as a way to focus your players on the effect on the game world. But if you're still tracking xp, make sure there is enough story xp in the world to make up for the amount of combat xp you take out. (Otherwise, a "story focus" could be seen as just a different word for "less xp", and your players might get upset.)</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5144442, member: 54710"] Lots of folks (myself included) have stopped giving xp for combat and just reward levels "when appropriate". I think it's been really successful in my case (my current campaign has been going on for a decade without xp), although I'm not sure how much of an effect it had on behavior. My PCs were already focused on engaging the story (or, "the things going on in the word" if you take a less guided view of the game). Certainly, I would recommend rewarding accomplishment over battle, if just as a way to focus your players on the effect on the game world. But if you're still tracking xp, make sure there is enough story xp in the world to make up for the amount of combat xp you take out. (Otherwise, a "story focus" could be seen as just a different word for "less xp", and your players might get upset.) -KS [/QUOTE]
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