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General Tabletop Discussion
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Slowing Advancement and Other Arbitrary Restrictions
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<blockquote data-quote="GQuail" data-source="post: 3427758" data-attributes="member: 30709"><p>This is definatly one to quote. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> And on a similar note, you gotta love the fact that the guy starts off by saying he doesn't want to convert to another system midway through a campaign, but more than one poster suggest another system that would be a superior fit. (Not that it wouldn't necesarilly be correct, mind you...)</p><p></p><p>OP: If you wanna slow down your XP Progression, yeah, go nuts. Another way is simply to limit the kind of foes your PCs are fighting - don't make Wyrm Red Dragons leap out to be killed juest because it's level 18 or whatever, you know? You still want to keep things challenging, but lower CR foes with tactics might prove more memorable fights. But I don't see any reason why cutting the XP by 1/2 or whataver wouldn't work, so long as you keep it consistent.</p><p></p><p>I wouldn't entirely write off just handing out XP by fiat. At the start of my current game I gave out XP at the start, monitored character qattendance so only people who came got it.... but ultimately, it's more complications and heartache for the DM to deal with, and it can potentially lead to a "death spiral" where a player who misses a few sesisons is too far behidn to do anything useful so he just doesn't feel like coming any more. If you level up after major challenges, you cut out that level of book-keeping, and depending on how much crafting your party is doing I don't think it's worth worrying about. </p><p></p><p>I would agree that it takes some of the "carrot and stick" approach out of D&D, though: you no longer have a mechanic to directly reward players for getting involved in the game bar treasure, which you don't want to give away even more of. If you use some sort of Fate Point/Action Point system then perhaps bonus points could be handed out that way; perhaps a simple "I really enjoyed X" after a session could stroke your player's egos in the right places; or perhaps your group won't need the positive reinforcement of XP to keep up good roleplaying? </p><p></p><p>It's something that your players would have to be on-board with, certainly, as I've seen players on these boards imply arbitrary levelling up was tantamount to "DM Cheating": they want to be in charge of their own destiny, essentially, especially when the game has an inbuilt mechanic for it. As with any big rules change, your whole group would need to be onboard before you messed with something as omnipresent as XP.</p></blockquote><p></p>
[QUOTE="GQuail, post: 3427758, member: 30709"] This is definatly one to quote. :-) And on a similar note, you gotta love the fact that the guy starts off by saying he doesn't want to convert to another system midway through a campaign, but more than one poster suggest another system that would be a superior fit. (Not that it wouldn't necesarilly be correct, mind you...) OP: If you wanna slow down your XP Progression, yeah, go nuts. Another way is simply to limit the kind of foes your PCs are fighting - don't make Wyrm Red Dragons leap out to be killed juest because it's level 18 or whatever, you know? You still want to keep things challenging, but lower CR foes with tactics might prove more memorable fights. But I don't see any reason why cutting the XP by 1/2 or whataver wouldn't work, so long as you keep it consistent. I wouldn't entirely write off just handing out XP by fiat. At the start of my current game I gave out XP at the start, monitored character qattendance so only people who came got it.... but ultimately, it's more complications and heartache for the DM to deal with, and it can potentially lead to a "death spiral" where a player who misses a few sesisons is too far behidn to do anything useful so he just doesn't feel like coming any more. If you level up after major challenges, you cut out that level of book-keeping, and depending on how much crafting your party is doing I don't think it's worth worrying about. I would agree that it takes some of the "carrot and stick" approach out of D&D, though: you no longer have a mechanic to directly reward players for getting involved in the game bar treasure, which you don't want to give away even more of. If you use some sort of Fate Point/Action Point system then perhaps bonus points could be handed out that way; perhaps a simple "I really enjoyed X" after a session could stroke your player's egos in the right places; or perhaps your group won't need the positive reinforcement of XP to keep up good roleplaying? It's something that your players would have to be on-board with, certainly, as I've seen players on these boards imply arbitrary levelling up was tantamount to "DM Cheating": they want to be in charge of their own destiny, essentially, especially when the game has an inbuilt mechanic for it. As with any big rules change, your whole group would need to be onboard before you messed with something as omnipresent as XP. [/QUOTE]
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