Yaarel
🇮🇱 🇺🇦 He-Mage
Quite the opposite!I think this is a cool method, but it leans toward the idea where the only way to go forward is combat or dealing with hostile situations, when i wish to encourage more types of play
An "encounter" can be anything that seems to take effort. It can be a social challenge to persuade someone, a nonlethal combat, an attempt to by sneak past heavy security, a puzzle, an effort to create a magic item, ... anything.
Indeed, by eschewing XP lethal combat, and railroad side quest milestone, the players a free to do whatever they want. If what they want to accomplish seems challenging, it is probably an "encounter" of some kind.
And the beauty of it is, the difficulty of a challenge is determined AFTER it is over. If something was supposed to be difficult, but turned out to be trivial, then it is an "easy" encounter (worth only half an encounter). And if something was supposed to be a cakewalk or obvious, but turned out to be a near TPK or take alot of effort to overcome, then it is a "difficult" encounter (worth one-and-half, or two, encounters).
Again, the encounter can be anything: combat, social, exploration, or anything.