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Why are things immune to crits?
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<blockquote data-quote="Silverglass" data-source="post: 1304943" data-attributes="member: 14071"><p>Now that is just patently untrue now. In the D&D rules you get xp for defeating a challenge, not killing things.</p><p></p><p>A challenge can be a trap, a monster, a puzzle or a difficult social situation. Plus a DM can give adhoc rewards for good ideas, roleplay etc etc.</p><p></p><p>So every single NPC in the world has the opportunity, within the rules, to gain xp because they face challenges - the pair of Shepherds who drive a wolf away from the flock have overcome a challenge and gain xp. The Yoeman who manages to carve a farmstead out of the wilderness has overcome a challenge and deserves xp.</p><p></p><p>The main point is that these "life challenges" are almost invariable very low CR, and its a set one so the NPC will not gain experience quickly and will reach a level when they cannot gain xp beacuse surviving these challenges is too easy.</p><p></p><p>If the general challenges of a year as a Carpenter in a civilised city are CR 1/3 (which could be covered by a single attempted mugging or a bar fight) then the Carpenter gets 100xp a year, after 10 years he becomes a 2nd level expert, at the age of about 45 he becomes 3rd level and at the age of 75 he reaches 4th. </p><p></p><p>As an elven carpenter he could make it up to 7th level Expert over a few centuries, with progression coming slower and slower. But under the 3rd Ed rules he will then have reached the point where overcoming those day to day challenges no longer gets him any experience because they are too easy (i.e. when a CR 1/3 encounter no longer gives xp).</p><p></p><p>A realistic settlement will have the younger adults as 1st, the middle aged adults 2nd and 3rd and the old who have survived 3rd-4th. YMMV depending on the location and risk involved in living in the settlement.</p></blockquote><p></p>
[QUOTE="Silverglass, post: 1304943, member: 14071"] Now that is just patently untrue now. In the D&D rules you get xp for defeating a challenge, not killing things. A challenge can be a trap, a monster, a puzzle or a difficult social situation. Plus a DM can give adhoc rewards for good ideas, roleplay etc etc. So every single NPC in the world has the opportunity, within the rules, to gain xp because they face challenges - the pair of Shepherds who drive a wolf away from the flock have overcome a challenge and gain xp. The Yoeman who manages to carve a farmstead out of the wilderness has overcome a challenge and deserves xp. The main point is that these "life challenges" are almost invariable very low CR, and its a set one so the NPC will not gain experience quickly and will reach a level when they cannot gain xp beacuse surviving these challenges is too easy. If the general challenges of a year as a Carpenter in a civilised city are CR 1/3 (which could be covered by a single attempted mugging or a bar fight) then the Carpenter gets 100xp a year, after 10 years he becomes a 2nd level expert, at the age of about 45 he becomes 3rd level and at the age of 75 he reaches 4th. As an elven carpenter he could make it up to 7th level Expert over a few centuries, with progression coming slower and slower. But under the 3rd Ed rules he will then have reached the point where overcoming those day to day challenges no longer gets him any experience because they are too easy (i.e. when a CR 1/3 encounter no longer gives xp). A realistic settlement will have the younger adults as 1st, the middle aged adults 2nd and 3rd and the old who have survived 3rd-4th. YMMV depending on the location and risk involved in living in the settlement. [/QUOTE]
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Why are things immune to crits?
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