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General Tabletop Discussion
*Dungeons & Dragons
What are your biggest immersion breakers, rules wise?
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<blockquote data-quote="pming" data-source="post: 7831286" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>Believe it or not, I think one of the best "D&D'ish" XP awarding system is...and I can't believe I'm saying this...the Palladium Fantasy RPG system. It's <em>ONE</em> thing they got right, imnsho, that I think works so well I adapted it to my own self-created fantasy RPG (based on Darkurthe Legends). Anyway, the Palladium XP system gives xp based on various actions in game by both PC's and the Players. It was based on how difficult a battle actually was...not what it was intended (at least that's how I interpreted it). So if a group of 4 PC's, three 2nd level PC's and one 18th level PC fought a giant, if the level 18 guy got really unlucky and got KO'ed on round 1 before he could do anything...and the PC's won by the skin of their teeth, that might be a Major battle/foe and XP for them would be high. But if the 18th level guy zapped the giant in round 1 and the 2nd level guys killed it in round 2 without taking a hit...then that would be a more or less Minor battle...and they'd get a lot less XP.</p><p></p><p>I found the XP system to be very rewarding for the Players, because they never felt like they deserved more xp or less xp based on lucky rolls or whatnot. It also tended to have the Players make interesting characters rather than min/max'ed ones; the point being if you have min/maxed power houses...you will get less xp a lot of the time because you'd be walking all over things that should be at least average danger. So they'd have to specifically seek out more dangerous foes and situations to get more XP...thus putting their carefully crafted PC's in the very real situation of being killed. So 'why bother' with min/maxing? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> As I said...a sort of self-correcting "power gamer" XP system.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7831286, member: 45197"] Hiya! Believe it or not, I think one of the best "D&D'ish" XP awarding system is...and I can't believe I'm saying this...the Palladium Fantasy RPG system. It's [I]ONE[/I] thing they got right, imnsho, that I think works so well I adapted it to my own self-created fantasy RPG (based on Darkurthe Legends). Anyway, the Palladium XP system gives xp based on various actions in game by both PC's and the Players. It was based on how difficult a battle actually was...not what it was intended (at least that's how I interpreted it). So if a group of 4 PC's, three 2nd level PC's and one 18th level PC fought a giant, if the level 18 guy got really unlucky and got KO'ed on round 1 before he could do anything...and the PC's won by the skin of their teeth, that might be a Major battle/foe and XP for them would be high. But if the 18th level guy zapped the giant in round 1 and the 2nd level guys killed it in round 2 without taking a hit...then that would be a more or less Minor battle...and they'd get a lot less XP. I found the XP system to be very rewarding for the Players, because they never felt like they deserved more xp or less xp based on lucky rolls or whatnot. It also tended to have the Players make interesting characters rather than min/max'ed ones; the point being if you have min/maxed power houses...you will get less xp a lot of the time because you'd be walking all over things that should be at least average danger. So they'd have to specifically seek out more dangerous foes and situations to get more XP...thus putting their carefully crafted PC's in the very real situation of being killed. So 'why bother' with min/maxing? :) As I said...a sort of self-correcting "power gamer" XP system. ^_^ Paul L. Ming [/QUOTE]
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What are your biggest immersion breakers, rules wise?
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