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<blockquote data-quote="Hautamaki" data-source="post: 5801023" data-attributes="member: 42219"><p>Yes, I agree that a lot depends on how you award XP. So if you are running the Keep in 3rd or 4th edition you need to realize that the standard method of awarding experience (overcoming a challenge of difficult X automatically yields Y exp) doesn't work well with the Keep. The main fun in playing Keep is figuring out the best way to get the treasure off the monsters. The best strategies usually actually involve lots of roleplaying in fact: playing the different monster lairs off against each other for example. And this could often be done by having rogues or wizards or some such sneak into different lairs and steal treasure, then plant it in another lair. Or you could just design an adventuring party as powerful as possible and take treasure by brute force. First edition really did reward all different play styles, although the goal was limited to treasure.</p><p></p><p>The module I downloaded was written for 4th edition and the adaptor made sure that plenty of bonus XP was in the offing for clearing monster caves, regardless of the method used. </p><p></p><p>But in a case where the only XP to be had is by defeating the monsters in combat, much of the player's decision points become meaningless. Any decision that did not result in the PCs directly confronting and slaying enemy monsters was basically a waste of time at best. If the monsters could be manipulated into killing each other off screen, the PCs would get nothing out of it except their treasure, much of which is useless to them anyways if it doesn't give them XP.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5801023, member: 42219"] Yes, I agree that a lot depends on how you award XP. So if you are running the Keep in 3rd or 4th edition you need to realize that the standard method of awarding experience (overcoming a challenge of difficult X automatically yields Y exp) doesn't work well with the Keep. The main fun in playing Keep is figuring out the best way to get the treasure off the monsters. The best strategies usually actually involve lots of roleplaying in fact: playing the different monster lairs off against each other for example. And this could often be done by having rogues or wizards or some such sneak into different lairs and steal treasure, then plant it in another lair. Or you could just design an adventuring party as powerful as possible and take treasure by brute force. First edition really did reward all different play styles, although the goal was limited to treasure. The module I downloaded was written for 4th edition and the adaptor made sure that plenty of bonus XP was in the offing for clearing monster caves, regardless of the method used. But in a case where the only XP to be had is by defeating the monsters in combat, much of the player's decision points become meaningless. Any decision that did not result in the PCs directly confronting and slaying enemy monsters was basically a waste of time at best. If the monsters could be manipulated into killing each other off screen, the PCs would get nothing out of it except their treasure, much of which is useless to them anyways if it doesn't give them XP. [/QUOTE]
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