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General Tabletop Discussion
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What rules would you like to see come back in 5E?
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<blockquote data-quote="howandwhy99" data-source="post: 6223343" data-attributes="member: 3192"><p>XP is gained for performing actions demonstrating mastery in each level of the class you are puzzling out. Players are already focused on mastering the game system appropriate to their class. So gaining XP by class for mastery in these systems is an easy conclusion for what's going on with XP. For example, Wizards gain for casting spells, Thieves for stealing treasures, Clerics for protecting and gaining believers, Fighters for besting opponents in personal or led combat. </p><p></p><p>The game is a fractal in its way. Nested design is best seen in adventures where elements of the system are engaged with in steps. Exploring dungeon corridors leads to discovery of a room. Exploring the room leads to finding a trap. Exploring the trap leads to finding a poison needle. Exploring the poison through even more trial and error leads to discovering how living bodies function. Exploring living bodies leads to... all sorts of directions really <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Basic starting game systems lead to other systems derived from or deriving the last, with either using aggregate outcomes of the systems in action over time.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6223343, member: 3192"] XP is gained for performing actions demonstrating mastery in each level of the class you are puzzling out. Players are already focused on mastering the game system appropriate to their class. So gaining XP by class for mastery in these systems is an easy conclusion for what's going on with XP. For example, Wizards gain for casting spells, Thieves for stealing treasures, Clerics for protecting and gaining believers, Fighters for besting opponents in personal or led combat. The game is a fractal in its way. Nested design is best seen in adventures where elements of the system are engaged with in steps. Exploring dungeon corridors leads to discovery of a room. Exploring the room leads to finding a trap. Exploring the trap leads to finding a poison needle. Exploring the poison through even more trial and error leads to discovering how living bodies function. Exploring living bodies leads to... all sorts of directions really ;) Basic starting game systems lead to other systems derived from or deriving the last, with either using aggregate outcomes of the systems in action over time. [/QUOTE]
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What rules would you like to see come back in 5E?
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