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General Tabletop Discussion
*TTRPGs General
Preferences for giving XP for non battles, i.e. diplomacy, stealth, subterfuge etc.
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<blockquote data-quote="Plane Sailing" data-source="post: 222506" data-attributes="member: 114"><p>If you have d20 Call of Cthulhu, there is an excellent section on deciding what are the key parts of the adventure and giving experience for each of those key parts. For a campaign that wasn't designed to be combat heavy there is several pages of excellent advice.</p><p></p><p>---</p><p></p><p>As a side issue, I have one problem with the idea of giving equivalent xps if an encounter is bypassed by combat and by sneaking. Why? Because combat involves very many die rolls, and uses up resources (spells, hit points), while the sneaking or diplomatic route typically involves just one or two skill rolls with much less risk involved. (not all the time, granted, but typically).</p><p></p><p>I think that d20 would really benefit from a "skills combat" system - something that could be used to handle a skills-related situation with several rolls rather than one single make-or-break roll.</p><p></p><p>As an example where this is done at the moment, consider climbing a cliff. To the climb the cliff is a task which requires travelling a certain amount of feet (say 100ft). Each skill check means that you travel your normal climb speed (say 10ft), are stuck where you are (failed roll) or fall (failed roll by 5+).</p><p></p><p>Now, wouldn't it be interesting to introduce the same kind of process for disarming traps? Rather than a once-for-all roll to succeed or fail, there could be traps which are hair-trigger (all or nothing rolls), or multi-part traps which have several components, all of which need to be disarmed (requiring, say, 5 disarm rolls to complete, with a failure by 5+ setting the trap off).</p><p></p><p>A similar kind of approach could be used for diplomatic efforts, where both parties might be using diplomacy to attempt to score points off one another, and rather than a simple check to see who wins, both parties compete until one of them fails by 5+, or until one of them has improved a running score by a certain amount.</p><p></p><p>I realise that I'm veering into house-rules territory here, but I think that it would be a logical harmonisation of some of the skill rules to enable skill-based encounters to be as long and involving as combat encounters (and thus valid as an equal source of xps)</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 222506, member: 114"] If you have d20 Call of Cthulhu, there is an excellent section on deciding what are the key parts of the adventure and giving experience for each of those key parts. For a campaign that wasn't designed to be combat heavy there is several pages of excellent advice. --- As a side issue, I have one problem with the idea of giving equivalent xps if an encounter is bypassed by combat and by sneaking. Why? Because combat involves very many die rolls, and uses up resources (spells, hit points), while the sneaking or diplomatic route typically involves just one or two skill rolls with much less risk involved. (not all the time, granted, but typically). I think that d20 would really benefit from a "skills combat" system - something that could be used to handle a skills-related situation with several rolls rather than one single make-or-break roll. As an example where this is done at the moment, consider climbing a cliff. To the climb the cliff is a task which requires travelling a certain amount of feet (say 100ft). Each skill check means that you travel your normal climb speed (say 10ft), are stuck where you are (failed roll) or fall (failed roll by 5+). Now, wouldn't it be interesting to introduce the same kind of process for disarming traps? Rather than a once-for-all roll to succeed or fail, there could be traps which are hair-trigger (all or nothing rolls), or multi-part traps which have several components, all of which need to be disarmed (requiring, say, 5 disarm rolls to complete, with a failure by 5+ setting the trap off). A similar kind of approach could be used for diplomatic efforts, where both parties might be using diplomacy to attempt to score points off one another, and rather than a simple check to see who wins, both parties compete until one of them fails by 5+, or until one of them has improved a running score by a certain amount. I realise that I'm veering into house-rules territory here, but I think that it would be a logical harmonisation of some of the skill rules to enable skill-based encounters to be as long and involving as combat encounters (and thus valid as an equal source of xps) Cheers [/QUOTE]
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