candidus_cogitens
Explorer
A lot of players are quite serious about making sure every experience point is earned and that encounters are balanced. But on the other hand, there is so much left to DM discretion that it's all rather arbitrary isn't it? Especially if you take into consideration that the DM can easily withhold or make available magical items that help to determine the degree of power that the PCs have.
My point is that since D&D is not a competition between players and it's not exactly a competition between the DM and the players, then what exactly is the object of the game? Some would say that it is character advancement, but my personal inclination is to say that it is the story.
In a way, you could do without the entire CR/XP/leveling system and just decide what level you want to play at and then advance to a higher level when the players and DM come to a consensus that it's time to level up.
That's not to say that there isn't some importance to the rules. Rules and rolling help create the excitement that comes with unpredictability. It's what makes roleplaying different from just playing "pretend."
Or am I missing something about the challenge of character advancement.
My point is that since D&D is not a competition between players and it's not exactly a competition between the DM and the players, then what exactly is the object of the game? Some would say that it is character advancement, but my personal inclination is to say that it is the story.
In a way, you could do without the entire CR/XP/leveling system and just decide what level you want to play at and then advance to a higher level when the players and DM come to a consensus that it's time to level up.
That's not to say that there isn't some importance to the rules. Rules and rolling help create the excitement that comes with unpredictability. It's what makes roleplaying different from just playing "pretend."
Or am I missing something about the challenge of character advancement.