interfactor
First Post
Nay
I no longer hand out XP, and have no desire to ever track it again, so different tables probably wouldn't work for me. But I'm not at your table . . .
PS
A good bit of the advice in AD&D I feel is due to Gary's powergaming campaigns. I think this might cordially be ascribed to helping players who have been in several campaigns, but never one to where their PCs reached mid or high levels. I still think players who've mastered earlier levels are simply going to zip up through them quickly, 'till about the game challenges they currently have difficulty with. But that is all due to them and their play. Problems arise when players try and build or play a character that has XP/Class accomplishments in the campaign, but haven't actually played any of the campaign. In part it's unwise to take over another player's PC mid-game. And a new character shunted in from "far, far away" has even less advantages. It's much easier on everyone to Billy Madison it. The suggestion is still well meaning though.I agree with this.
What is your view of Gygax's suggestion in his DMG that experienced players might begin at 2nd or 3rd level?
It's been years since I read those books, so I'm not judging what they are for. 4e is a storygame in my mind. Other than players who re-purpose the combat system, the whole thing has little or nothing to do with game play or role playing, as you know from our other discussion. But as you say, all kinds of D&D stats (like XP, Alignment, Advancement, and such) may no longer be relevant to gamers except as "color". Your understanding of XP not shot through every element of the game and active game states (fictional situations?) says that loud and clear.I don't know 3E well enough to have a strong view about it, but I think in 4e - at least played in accordance with the default expectations set out in the rulebook - makes PCs of different levels pointless. XP aren't a reward - the way the rules are set up, in effect you get XP just for turning up and playing the game (at the rate of around one level-equivalent encounter's worth per hour or so). And so, given that XP is not a reward, players aren't playing for XP: they're playing for motivations connected to the fiction itself, and the transition, within the gameworld, from heroic to epic scope. And once players aren't playing for XP, but are playing for motivations connected to the scope of the ingame situation, why muck that up by putting different players' PCs at different positions within that scope?