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What Is an Experience Point Worth?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7731642" data-attributes="member: 6775031"><p>Experience is experience. As with every game mechanic, it reflects how the game world works. In this case, it is a measure of how much the character has learned, which contributes to determining how capable they are at doing what they do. An experience point is the smallest unit along the mechanical interface which corresponds to the ability within the game world for some characters to survive being shot or stabbed while others die (among other things).</p><p></p><p>Note, specifically, that the DM cannot frame the PCs into encounters. That is not an ability which the DM has at their disposal. Instead, the DM simply creates the world, and the PCs approach it however they wish. The DM is encouraged to create a world where interesting situations are likely to occur. The PCs are encouraged to be as cautious as possible while still achieving their goals, not because it will impact their "score" in the classic sense, but because it <em>makes sense</em> for anyone to be careful in dangerous circumstances; and if the players don't want to play as sensible characters, then it makes sense for those characters to die.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7731642, member: 6775031"] Experience is experience. As with every game mechanic, it reflects how the game world works. In this case, it is a measure of how much the character has learned, which contributes to determining how capable they are at doing what they do. An experience point is the smallest unit along the mechanical interface which corresponds to the ability within the game world for some characters to survive being shot or stabbed while others die (among other things). Note, specifically, that the DM cannot frame the PCs into encounters. That is not an ability which the DM has at their disposal. Instead, the DM simply creates the world, and the PCs approach it however they wish. The DM is encouraged to create a world where interesting situations are likely to occur. The PCs are encouraged to be as cautious as possible while still achieving their goals, not because it will impact their "score" in the classic sense, but because it [I]makes sense[/I] for anyone to be careful in dangerous circumstances; and if the players don't want to play as sensible characters, then it makes sense for those characters to die. [/QUOTE]
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