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<blockquote data-quote="Savage Wombat" data-source="post: 6244552" data-attributes="member: 1932"><p>If this is old news to you forum sages, just say so.</p><p></p><p>I was thinking about the "interaction" and "exploration" pillars. We have had a lot of discussion saying that the rules should support those pillars as well (or approaching) as they do the combat pillar.</p><p></p><p>It occurs to me there's another aspect to this. D&D is for people who enjoy combat, yes. Rolling the dice and thinking of tactics is fun. But it also directly <em>rewards </em>combat, in terms of character power and acquisition.</p><p></p><p>People who play D&D for the other two pillars get direct enjoyment from discovering new things, and solving problems through diplomacy. But does the game actively reward this? Especially in the most recent editions? The assumption that treasure and experience is earned through combat is almost hard-wired into 3rd edition, quest experience or no. (Not to mention that "congratulations, you get a 1000 xp story award" isn't much of an exciting reward, especially if your campaign levels up whenever the DM wants.)</p><p></p><p>Now, I am willing to consider that this is a DMing problem, not a rules problem. Maybe it's just that DMs should be instructed to place/prepare rewards for non-combat behavior commensurate with the interests of the players.</p><p></p><p>Anyone have any suggestions?</p></blockquote><p></p>
[QUOTE="Savage Wombat, post: 6244552, member: 1932"] If this is old news to you forum sages, just say so. I was thinking about the "interaction" and "exploration" pillars. We have had a lot of discussion saying that the rules should support those pillars as well (or approaching) as they do the combat pillar. It occurs to me there's another aspect to this. D&D is for people who enjoy combat, yes. Rolling the dice and thinking of tactics is fun. But it also directly [I]rewards [/I]combat, in terms of character power and acquisition. People who play D&D for the other two pillars get direct enjoyment from discovering new things, and solving problems through diplomacy. But does the game actively reward this? Especially in the most recent editions? The assumption that treasure and experience is earned through combat is almost hard-wired into 3rd edition, quest experience or no. (Not to mention that "congratulations, you get a 1000 xp story award" isn't much of an exciting reward, especially if your campaign levels up whenever the DM wants.) Now, I am willing to consider that this is a DMing problem, not a rules problem. Maybe it's just that DMs should be instructed to place/prepare rewards for non-combat behavior commensurate with the interests of the players. Anyone have any suggestions? [/QUOTE]
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