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What Is an Experience Point Worth?
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<blockquote data-quote="Lanefan" data-source="post: 7732073" data-attributes="member: 29398"><p>I'm not as convinced of EGG's motivations in writing that. Low-level play is a specific type of play which can rather obviously only be experienced at low level; and he's trying to ensure all players get the chance to do this. The "learning" part of it isn't as big a deal, as a new player is going to learn a bunch of stuff no matter what level she starts at. He's wrong, however, in saying a novice player will get the full experience by simply starting at 1st level as he fails to note that it'll be completely different (and somewhat lost) if the rest of the party doesn't start at 1st level along with him. (in other words, playing a 1st in a party of 5ths is hugely different than playing a 1st in a party of 1sts).</p><p></p><p>Or the game itself thinks such a point has been reached, as noted in several of the early 4e adventures which have embedded notes saying in effect "If you haven't levelled 'em up yet, do it now".</p><p></p><p>I can also see it working...well, as well as it can work; I'm dubious...in a system where keeping a homogenous character level within the party is important e.g. 3e and 4e.</p><p></p><p>As DM of such a game I can tell you that although levels are scarce xp are not; players generally enjoy getting them, and tracking their character's slow progress through each level. Levelling is not the focus of play, however, but more an occasional pleasant side effect.</p><p></p><p>Except in 1e, where by RAW gold translates directly to xp. Also, IME in old-school D&D magic items can usually be bought or traded for somehow, so monetary wealth can be translated that way into (sometimes temporary!) character ability gain.</p><p></p><p>Agreed - their insistence on magic items not being sellable or buyable turns non-magical wealth into a means of buying social status (maybe) and not much else.</p><p></p><p>Of course.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7732073, member: 29398"] I'm not as convinced of EGG's motivations in writing that. Low-level play is a specific type of play which can rather obviously only be experienced at low level; and he's trying to ensure all players get the chance to do this. The "learning" part of it isn't as big a deal, as a new player is going to learn a bunch of stuff no matter what level she starts at. He's wrong, however, in saying a novice player will get the full experience by simply starting at 1st level as he fails to note that it'll be completely different (and somewhat lost) if the rest of the party doesn't start at 1st level along with him. (in other words, playing a 1st in a party of 5ths is hugely different than playing a 1st in a party of 1sts). Or the game itself thinks such a point has been reached, as noted in several of the early 4e adventures which have embedded notes saying in effect "If you haven't levelled 'em up yet, do it now". I can also see it working...well, as well as it can work; I'm dubious...in a system where keeping a homogenous character level within the party is important e.g. 3e and 4e. As DM of such a game I can tell you that although levels are scarce xp are not; players generally enjoy getting them, and tracking their character's slow progress through each level. Levelling is not the focus of play, however, but more an occasional pleasant side effect. Except in 1e, where by RAW gold translates directly to xp. Also, IME in old-school D&D magic items can usually be bought or traded for somehow, so monetary wealth can be translated that way into (sometimes temporary!) character ability gain. Agreed - their insistence on magic items not being sellable or buyable turns non-magical wealth into a means of buying social status (maybe) and not much else. Of course. Lanefan [/QUOTE]
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