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*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Sadras" data-source="post: 7127121" data-attributes="member: 6688277"><p>Exactly, as you said it actually makes no sense to hard-code such an arbitrary system. However like you said 2 paragraphs up </p><p></p><p></p><p></p><p>Why not change the XP/reward system. Where the first few encounters yield 0 or a percentage of the XPs (with encounter difficulty being the other component on the axis). It makes more sense than the hard-coded x encounters before a short/long rest. It will now match the party's capabilities at the time of the fight with the difficulty rating of the fight. It actually corrects the reward system of the DMG/MM.</p><p></p><p>With the current system fighting a beholder as your first encounter yields the same XP as fighting a beholder at the end of a day after you have already had half a dozen encounters and the party is already spent. </p><p></p><p>Therefore @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=12731" target="_blank">CapnZapp</a></u></strong></em> using the DMG as a guide, you will need to draw up an XP reward ratio based on the number of encounters (and their difficulty) they deal with during a day. The fewer encounters they get through in a day the lesser the XP yield. And since you are drawing up the table you can make it as harsh as you want. Imagine if you state that the first 2-3 (easy to hard) encounters yield 0 XP, that way they keep pushing otherwise they stall their advancement. All sorts of interesting combinations may exist.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7127121, member: 6688277"] Exactly, as you said it actually makes no sense to hard-code such an arbitrary system. However like you said 2 paragraphs up Why not change the XP/reward system. Where the first few encounters yield 0 or a percentage of the XPs (with encounter difficulty being the other component on the axis). It makes more sense than the hard-coded x encounters before a short/long rest. It will now match the party's capabilities at the time of the fight with the difficulty rating of the fight. It actually corrects the reward system of the DMG/MM. With the current system fighting a beholder as your first encounter yields the same XP as fighting a beholder at the end of a day after you have already had half a dozen encounters and the party is already spent. Therefore @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=12731"]CapnZapp[/URL][/U][/B][/I] using the DMG as a guide, you will need to draw up an XP reward ratio based on the number of encounters (and their difficulty) they deal with during a day. The fewer encounters they get through in a day the lesser the XP yield. And since you are drawing up the table you can make it as harsh as you want. Imagine if you state that the first 2-3 (easy to hard) encounters yield 0 XP, that way they keep pushing otherwise they stall their advancement. All sorts of interesting combinations may exist. [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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