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Starting Tyranny at 3rd Level?
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<blockquote data-quote="Fion" data-source="post: 6598923" data-attributes="member: 64365"><p>I've just never been that big a fan of having experience and thus advancement tied to killing monsters specifically. 4e tried to alleviate that problem by giving xp values to traps and skill challenges (which combines social encounters, chases, puzzles, etc). Almost ironic because it was also the most combat-focused version of D&D in decades.</p><p></p><p>These days I find most PnP games focus on giving XP or some other advancement mechanic not bit by bit as one slays monsters but for successful adventuring or overcoming a more significant challenge than a single encounter. Games like Savage Worlds who leave advancement entirely in the hands of the GM who decides how much experience they hand out at the end of each play session or World of Darkness (2e) that has a very simple experience system that essentially lets players decide their advancement through the Beats system that rewards good roleplay, completing goals or making gameplay interesting through critical failures and a variety of imparing conditions (that themselves reward if you RP them well).</p><p></p><p>I get it, it's D&D and it's xp system is too iconic to modernize. But Milestones go a long way in helping a GM make advancement part of gameplay as a whole, not just 'how many monsters I beat up'.</p></blockquote><p></p>
[QUOTE="Fion, post: 6598923, member: 64365"] I've just never been that big a fan of having experience and thus advancement tied to killing monsters specifically. 4e tried to alleviate that problem by giving xp values to traps and skill challenges (which combines social encounters, chases, puzzles, etc). Almost ironic because it was also the most combat-focused version of D&D in decades. These days I find most PnP games focus on giving XP or some other advancement mechanic not bit by bit as one slays monsters but for successful adventuring or overcoming a more significant challenge than a single encounter. Games like Savage Worlds who leave advancement entirely in the hands of the GM who decides how much experience they hand out at the end of each play session or World of Darkness (2e) that has a very simple experience system that essentially lets players decide their advancement through the Beats system that rewards good roleplay, completing goals or making gameplay interesting through critical failures and a variety of imparing conditions (that themselves reward if you RP them well). I get it, it's D&D and it's xp system is too iconic to modernize. But Milestones go a long way in helping a GM make advancement part of gameplay as a whole, not just 'how many monsters I beat up'. [/QUOTE]
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Starting Tyranny at 3rd Level?
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