Bonedagger
First Post
There is a thing that bother me about the xp system in 3E. I realise that not everybody here use that system (myself included) but it is the filosofy about it that is my problem and would like to hear if I have missed genius in it.
I don't see the reason to reward xp per encounter. If somebody is not present at the game, fine, no xp but I don't think that actively working on expanding the powergap between the players is a good thing. The powergap decreases the teamplay in tactical combat and those with munchkin tendensies tend to ignore in-character logic when they are aware of potential high xp reward - Like trying to do certain things solo. that is a waste of the other players time (I'm not talking about the wacky players who always ignore in-character logic hate that kind. They are like comedians who don't know when to throw of their punchlines).
If I don't want the party to rise a level I don't reward the xp needed. My players trust that I can make a fun encounter to match their powerlevel. Everything is relative including the players power and I need full control of the xp because I define the world around the players and will not accept ruining a good idea because of a set xp-value of an encounter.
Conclusion: The xp-concept is an illusion since I decide what that power should be measured against and the players know this. The present system rewards the tactician and I want my players to be roleplayers first and tacticians second (Yes. I'm not saying that being a tactician is bad). I reward equally amount of xp at the end of the session.
So what do you think?
I don't see the reason to reward xp per encounter. If somebody is not present at the game, fine, no xp but I don't think that actively working on expanding the powergap between the players is a good thing. The powergap decreases the teamplay in tactical combat and those with munchkin tendensies tend to ignore in-character logic when they are aware of potential high xp reward - Like trying to do certain things solo. that is a waste of the other players time (I'm not talking about the wacky players who always ignore in-character logic hate that kind. They are like comedians who don't know when to throw of their punchlines).
If I don't want the party to rise a level I don't reward the xp needed. My players trust that I can make a fun encounter to match their powerlevel. Everything is relative including the players power and I need full control of the xp because I define the world around the players and will not accept ruining a good idea because of a set xp-value of an encounter.
Conclusion: The xp-concept is an illusion since I decide what that power should be measured against and the players know this. The present system rewards the tactician and I want my players to be roleplayers first and tacticians second (Yes. I'm not saying that being a tactician is bad). I reward equally amount of xp at the end of the session.
So what do you think?