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General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Sadras" data-source="post: 7127277" data-attributes="member: 6688277"><p>Neat write-up, sorry I hadn't seen it. After this discussion I've been thinking of implementing something along these lines myself as it just makes logical sense in terms of the risk/reward ratio. For my table I would probably drop the intial 50%, just because I personally favour a slower advancement, but otherwise it certainly a good starting base. This does seem to solve the underlying issue that @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=12731" target="_blank">CapnZapp</a></u></strong></em> has, unless ofcourse he uses milestones. </p><p></p><p>If I'm not mistaken, milestones are primarily (if not solely) progress-driven level ups so using any form of increment measurement would be like "Why don't you just use XPs". </p><p></p><p>Progress-driven level ups cannot be denied as you have reached a certain part in the story which necessitates the increase in level, so I'm guessing you would have inject tie-in consequences related to the length of time taken to complete the quest/sub-quest. Therefore longer the party took to complete the mission/reach the goal (i.e. gain a level) the greater the number of negative consequences that would be injected into the story. Which is exactly what many people on this board have already been saying. That is the only counter-measure I can see for progress-driven level ups, is to have story-related consequences.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7127277, member: 6688277"] Neat write-up, sorry I hadn't seen it. After this discussion I've been thinking of implementing something along these lines myself as it just makes logical sense in terms of the risk/reward ratio. For my table I would probably drop the intial 50%, just because I personally favour a slower advancement, but otherwise it certainly a good starting base. This does seem to solve the underlying issue that @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=12731"]CapnZapp[/URL][/U][/B][/I] has, unless ofcourse he uses milestones. If I'm not mistaken, milestones are primarily (if not solely) progress-driven level ups so using any form of increment measurement would be like "Why don't you just use XPs". Progress-driven level ups cannot be denied as you have reached a certain part in the story which necessitates the increase in level, so I'm guessing you would have inject tie-in consequences related to the length of time taken to complete the quest/sub-quest. Therefore longer the party took to complete the mission/reach the goal (i.e. gain a level) the greater the number of negative consequences that would be injected into the story. Which is exactly what many people on this board have already been saying. That is the only counter-measure I can see for progress-driven level ups, is to have story-related consequences. [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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