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Sacred Cow Bites The Dust.
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<blockquote data-quote="Helldritch" data-source="post: 6974201" data-attributes="member: 6855114"><p>I have tried the mile stone approach and hated it with a passion.</p><p></p><p>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.</p><p></p><p>The xp system is a wee bit less subjective.</p><p>Players bypass the encounter by chance? No exp.</p><p></p><p>Players bypass the encounter through cleaver play? Exp given.</p><p></p><p>Players negociate the encounter with good diplomacy and RP? Exp given.</p><p></p><p>Players fight their way through? Exp given.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>All my players are aware of my rules and their consequences. This makes the exp system quite objective. Yep, I much prefer exp.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 6974201, member: 6855114"] 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. [/QUOTE]
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