Hey, we agree on something... cool.ThirdWizard said:I agree with Mallus...
Hey, we agree on something... cool.ThirdWizard said:I agree with Mallus...
I can honestly say I've never seen an overpowering encounter used intentionally, outside of ye olde Tomb of Horrors.MarkB said:Actually, strictly by the DMG (page 49), the party should be running into a variety of encounters ranging from Easy to Overpowering.
My point was that the advancement rate is pretty much set, and level, by design.Sure, if all your encounters happen to be 'typical'. But in a more varied game, where 'typical' is just a rough midpoint amidst challenges of widely varying nature and difficulty, it might be nice to make your awards a little more individual too.
No, I'm not. Really.Again you're assuming "succeed or die".
The only way for players in my campaign to 'not do as well as they could have' is if they end up disenganged and bored at the end of the session.Even in campaigns where the party has generally been successful there have been some things they didn't do as well as they could have done, which cost them XP.
I run, and play, in games where success and failure, reward and punishment, are handled in-game, outside of the XP system.If you're used to games in which the PCs never actually fail, I can see how you'd start seeing XP as automatic.
Let me say it again, mechnaically speaking, I reward success and failure equally. Interesting failure is encouraged, at least, it isn't penalized. I want PC to 'just react' to each situation at hand, without giving a second though to metagame concerns like XP.But in campaigns which hold the possibility of characters trying, failing, and still living to try again, that failure will reduce the XP earned, which will in turn highlight the fact that it is a reward.
shilsen said:I’ve found some serious benefits to this approach to XP. Not only does it save me a lot of time, but it makes my players think about combat a lot more like their characters do. Since combat provides no OOC benefit (namely, XP), the only reason for getting into combat is because the characters think it’s a good idea, and they’re much more likely to consider other options than they would in a game using standard XP gain methods.
MarkB said:True, but it's the DM who gets to make the definition, as he's the one doing the awarding.
Rackhir said:Actually a lot of time (60-80%) we fight because we're not given a choice in the matter.
There's no alternative or option to avoid the fight like with most of the battles when we were travelling across Skull Island. We were constantly ambushed with seemingly no chance to detect or avoid the fights.
One of these days we are going to just simply state that we are locking ourselves in a room for enough sessions to level.
Which is the flip side of not getting XP for doing stuff since it essentially removes the incentive to actually do something. Why bother going and fighting the dragon when not doing so gets you the same reward and at a much lower risk level and expenditure of resources.
Right. It strikes me as absurd to suggest that players need some added incentive for playing the game.shilsen said:The way I figure it, one does stuff in the game because it's fun. My PCs go out there and encounter people, travel to strange places, and fight a bunch of weird things because they're all fun to do.
Now I really wonder what my CITY players would choose...I'm betting that if you ask the other players whether they want to (a) spend six hours sitting around the table just talking among themselves with nothing occurring in-game and get 5000 XP for it and (b) having one of our normal sessions and getting 1000 XP for it, they'll pick the latter.
Markn said:Our group has played without XP for the past 3 years.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.