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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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<blockquote data-quote="Derren" data-source="post: 6285804" data-attributes="member: 2518"><p>But it doesn't stop there.</p><p>Remember skill challenges? They were introduced, among other things, so you had a guideline how many XP to give for non combat stuff. Without the need for having a specific, balanced XP gain skill challenges would not have been needed or would have looked very different (DC scaled to level concept). The amount of goodies you get at levelup (no more empty levels!) is also part of that which, in turn, shapes the expectation and desires of the players (see thread title).</p><p></p><p>When gaining XP and leveling is the goal of the system, then the system is written in a way to steer the players towards actions that give XP. And everything that does not give XP plays second fiddle and will get less tools and advice in the rules. Also, any published adventure in such a system will revolve around situations that give XP and disregard anything which doesn't (See Hussars 40 minute of fun comment).</p><p></p><p>For comparison, imagine a system where gaining money is the focus of the system (because the developers thought that everyone likes to amass riches and made that the center of the system). Compared to D&D the mercantile aspect would be a lot more pronounced and you had a much more detailed system about earning money, through quest and side activities and also more guidelines and advise about spending money, not only on equipment but also bribes, etc. Even character advancement would be primarily done with money (gear and training).</p></blockquote><p></p>
[QUOTE="Derren, post: 6285804, member: 2518"] But it doesn't stop there. Remember skill challenges? They were introduced, among other things, so you had a guideline how many XP to give for non combat stuff. Without the need for having a specific, balanced XP gain skill challenges would not have been needed or would have looked very different (DC scaled to level concept). The amount of goodies you get at levelup (no more empty levels!) is also part of that which, in turn, shapes the expectation and desires of the players (see thread title). When gaining XP and leveling is the goal of the system, then the system is written in a way to steer the players towards actions that give XP. And everything that does not give XP plays second fiddle and will get less tools and advice in the rules. Also, any published adventure in such a system will revolve around situations that give XP and disregard anything which doesn't (See Hussars 40 minute of fun comment). For comparison, imagine a system where gaining money is the focus of the system (because the developers thought that everyone likes to amass riches and made that the center of the system). Compared to D&D the mercantile aspect would be a lot more pronounced and you had a much more detailed system about earning money, through quest and side activities and also more guidelines and advise about spending money, not only on equipment but also bribes, etc. Even character advancement would be primarily done with money (gear and training). [/QUOTE]
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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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