Zardnaar
Legend
Now I want to stat up both a Sacred Cow and an Undead Sacred Cow.
I'm gonna stat up a Sacred Cow at CR 23. It will cast spells as a level 20 cleric as well, have a thunder dealing moo effect and maybe fly.
Now I want to stat up both a Sacred Cow and an Undead Sacred Cow.
I can totally understand that. I remember enjoying it, too, but it also seems like there was equal parts chore in my memory.Honestly, there is a certain appeal in XP for both my players and I.
Except you're first point can be countered by replacing "EXP given" with "Milestone awarded" in the rest of your post.I have tried the mile stone approach and hated it with a passion.
Mile stones feels too subjective for me. Players bypass most of the scene and get to the way point. Good story, but what did the characters actually learned? Almost nothing. But, since the characters are now at the mile stone, they should level... not my cup of tea.
The xp system is a wee bit less subjective.
Players bypass the encounter by chance? No exp.
Players bypass the encounter through cleaver play? Exp given.
Players negociate the encounter with good diplomacy and RP? Exp given.
Players fight their way through? Exp given.
Players know their way in over their heads and flee? Half exp given. They'll have to come back to get the rest of the exp. Knowing when it's time to flee can be quite a good learning experience.
Once exp is given for a given encounter, it won't be awarded again. They negociate with the goblins and come back 2 days later and kill them. No experience the second time. They had received their exp already. No need to give it to them twice and depending on the situation, it could even be a negative experience award.
All my players are aware of my rules and their consequences. This makes the exp system quite objective. Yep, I much prefer exp.
None of the examples you provided would equate to sacred cows, but more along DM preference to exercise the game they want. I have been exercising those options since I began playing the game. I guess you can call it hand waiving the details. However, with your second example, that would be considered fudging the dice rolls.After 23 years I killed a sacred cow.
I no longer use XP.
I just level the PCs up. Generally it is.
1. At the end of an adventure OR
2. Something epic happens.
Yesterday the PCs at level 7 killed a CR 13 Dragon (Adult White) in Skyreach Castle which I mined for my current game (not playing HotDQ).
The PCs were 1 breath weapon away form a TPK, I rolled great on the weapon recharges and in the 3rd round the weapon recharged again. The Dragon did not breathe (white Dragon not to bright) and the Dragon still had almost a 3rd of its hit points left. High damage roll and a crit later though= dead Dragon.
TPK the party or give them an "IT" moment. I went with the "IT" moment and then nailed them with an attack later that obliterated a +1 rapier +3 vs reptiles.
Combat's so nice, you reward it twice. That's my kind of DM.Players bypass the encounter through cleaver play? Exp given.
Players fight their way through? Exp given.
Tried both.
I Find milestone is more about what you are going to encounter and works well when running adventure paths or linear campaigns but xp is more about what your characters have experienced and i prefer it when I run sandbox
This. We still use XP, but don't sweat missing PCs. All the players are grown-ups and expected to behave as such. If they're getting their butt kicked at work, we aren't going to dump on them. On the other hand, if they keep skipping -- especially without a heads up -- just to go to the bar and watch "the game", then I have no problem recognizing their real priorities and filling seats accordingly.One golden rule: all PCs are the same level. If one player is missing a session
- and they usually do for a reason - the missing PC will stay the same level as the others.
I have found that earning XP is a focus of the players during play. But that's okay! I tied their rewards to things I want them to do and, not surprisingly, they do it. This means the game is very well-paced and the PCs are always interacting with each other and examining their relationships, taking heroic risks, and exploring. Pretty much the essence of the town-to-dungeon experience if you ask me.
Notably, all PCs start at 1st level regardless of what the average party level is. So if you join the game for the first time or bring in another PC (either because your other one died or you want to level up your background character), you start at 1st level. Many sessions see PCs of disparate levels and tiers. I found this works just fine - lower level PCs end up contributing well and leveling up very quickly. In the session before last, a 1st-level character played by [MENTION=6801984]Demorgus[/MENTION] went to 4th level in one session. [MENTION=6801813]Valmarius[/MENTION] is the highest-level PC at 6th level.