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<blockquote data-quote="TheDelphian" data-source="post: 8556611" data-attributes="member: 7022317"><p>You have for exceptional roleplaying but I give it out for RP in general. Usually when they get to a new town and make connections or enemies they get some. When exploring new things etc as well. Now I admit is less than what they get to for dungeons, fighting and other things but it is still significant. Once established in a place they seldom get more as they are not "learning" new things but on occasion like a large formal dinner or meeting I give them some. </p><p></p><p>As for Milestone leveling while I like the idea my campaigns seldom have clear ends and beginnings in the plot each thread weaves into the next, by far not flawlessly or smooth but seldom is their like a real end point of chapter separation for me. </p><p></p><p>Plus I think my players like getting Xp the old fashion way killing crap. or at least defeating/bypassing crap which they know they get the same amount. Hell even losing gets them something. You learn a good deal after a butt whopping. </p><p></p><p></p><p>As for treasure it should be its own reward</p><p></p><p>Traps are encounters since they often expend resources and advance the adventure. </p><p></p><p>I seldom use riddles or puzzles but if I did I would use the same logic as traps. </p><p></p><p>Laterz</p></blockquote><p></p>
[QUOTE="TheDelphian, post: 8556611, member: 7022317"] You have for exceptional roleplaying but I give it out for RP in general. Usually when they get to a new town and make connections or enemies they get some. When exploring new things etc as well. Now I admit is less than what they get to for dungeons, fighting and other things but it is still significant. Once established in a place they seldom get more as they are not "learning" new things but on occasion like a large formal dinner or meeting I give them some. As for Milestone leveling while I like the idea my campaigns seldom have clear ends and beginnings in the plot each thread weaves into the next, by far not flawlessly or smooth but seldom is their like a real end point of chapter separation for me. Plus I think my players like getting Xp the old fashion way killing crap. or at least defeating/bypassing crap which they know they get the same amount. Hell even losing gets them something. You learn a good deal after a butt whopping. As for treasure it should be its own reward Traps are encounters since they often expend resources and advance the adventure. I seldom use riddles or puzzles but if I did I would use the same logic as traps. Laterz [/QUOTE]
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