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<blockquote data-quote="ValhallaGH" data-source="post: 4924800" data-attributes="member: 41187"><p>Not at all. I'm just not seeing how "majority of character power is in equipment" and "d20 worships / is obsessed with the almighty xp" are connected statements.</p><p></p><p>With character power in equipment, especially level-independent equipment, most CR / EL / XP reward systems go right out the window (though not all). So it would be easier and faster to not use XP rewards at all, and by extension disconnect advancement from experience and instead tie it to story and / or character actions and growth.</p><p></p><p>After that, you're worried about having challenges that are relatively fair. For that, you need to know the sorts of bonuses your party has, as well as the sorts of punishment they can both dish out and take. </p><p>If you've ever run a True 20 game, or most level-less systems, you've been dealing with exactly this issue for every single session. Once you get a feel for what your players can actually take, it's fairly easy to assign challenges that aren't overwhelming but aren't too easy.</p><p></p><p>So, I'm wondering why the entirety of your advice is "Use another system" instead of starting with that and then moving to advice on how to make d20 better do what the OP wants it to do. Because that sort of focused advice is of extremely limited utility, and gets churlish after the first time it's used. </p><p>Where as your discussion of where character power lies has led to this nifty exploration of encounters and experience, which is actually useful to the OP.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4924800, member: 41187"] Not at all. I'm just not seeing how "majority of character power is in equipment" and "d20 worships / is obsessed with the almighty xp" are connected statements. With character power in equipment, especially level-independent equipment, most CR / EL / XP reward systems go right out the window (though not all). So it would be easier and faster to not use XP rewards at all, and by extension disconnect advancement from experience and instead tie it to story and / or character actions and growth. After that, you're worried about having challenges that are relatively fair. For that, you need to know the sorts of bonuses your party has, as well as the sorts of punishment they can both dish out and take. If you've ever run a True 20 game, or most level-less systems, you've been dealing with exactly this issue for every single session. Once you get a feel for what your players can actually take, it's fairly easy to assign challenges that aren't overwhelming but aren't too easy. So, I'm wondering why the entirety of your advice is "Use another system" instead of starting with that and then moving to advice on how to make d20 better do what the OP wants it to do. Because that sort of focused advice is of extremely limited utility, and gets churlish after the first time it's used. Where as your discussion of where character power lies has led to this nifty exploration of encounters and experience, which is actually useful to the OP. [/QUOTE]
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