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General Tabletop Discussion
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Why Calculated XP is Important
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<blockquote data-quote="Ariosto" data-source="post: 4698944" data-attributes="member: 80487"><p>Well, you're on to something: Even if they're given XP, dead characters are usually not much fun to play!</p><p></p><p>At-will Powers: Tell No Tales, Rot, Stink ...</p><p></p><p>This can be a problem when "the party" is like the regular cast of a TV show, each player taking always the same role.</p><p></p><p>It's a bit different if you're playing but one character per session <em>but have more than one in the campaign</em>. Then, you can rotate so that different members of your "stable" are within a level or two of each other.</p><p></p><p>A single character played more often can advance more quickly, but that depends not only on not getting killed but on having the opportunity for adventure. Hit point recovery is one thing that (pre-4E) could take up a fair bit of game time. Meanwhile, other characters could be using both that game time and <em>real</em> time to get more XP.</p><p></p><p>Practical considerations of time and energy (especially the DM's) come into all this. Plus, some people simply prefer the "TV show" model to the old game of strategy.</p><p></p><p>Experience points, and indeed the whole scheme of going from 1st to <em>nth</em> level, are a "legacy" of the original concept. If one is really interested in a different kind of entertainment, then it might be worthwhile to re-examine that legacy. It's possible a different approach might work better.</p><p></p><p>The very basic assumption that a toss of the dice can kill a character might not fit so well with some new-style expectations. If going up a level is considered some sort of entitlement, then what about the prerequisite of survival?</p><p></p><p>(I think it's pretty sensible at least to cut back the frequency of character mortality as the time needed to a generate a new character increases. The degree to which a game is simultaneously "about" combat and long-term character development is another factor.)</p><p></p><p>The designers of 4E looked at a lot of questions and came up with radically different answers than the designers of the original game. That does not necessarily mean they came up with <em>your</em> or <em>her</em> radically different answers!</p><p></p><p>My own view of what D&D is "about" is pretty old fashioned. I don't have problems with a lot of things that may bother people trying to transform the old game into something quite different.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4698944, member: 80487"] Well, you're on to something: Even if they're given XP, dead characters are usually not much fun to play! At-will Powers: Tell No Tales, Rot, Stink ... This can be a problem when "the party" is like the regular cast of a TV show, each player taking always the same role. It's a bit different if you're playing but one character per session [I]but have more than one in the campaign[/I]. Then, you can rotate so that different members of your "stable" are within a level or two of each other. A single character played more often can advance more quickly, but that depends not only on not getting killed but on having the opportunity for adventure. Hit point recovery is one thing that (pre-4E) could take up a fair bit of game time. Meanwhile, other characters could be using both that game time and [I]real[/I] time to get more XP. Practical considerations of time and energy (especially the DM's) come into all this. Plus, some people simply prefer the "TV show" model to the old game of strategy. Experience points, and indeed the whole scheme of going from 1st to [I]nth[/I] level, are a "legacy" of the original concept. If one is really interested in a different kind of entertainment, then it might be worthwhile to re-examine that legacy. It's possible a different approach might work better. The very basic assumption that a toss of the dice can kill a character might not fit so well with some new-style expectations. If going up a level is considered some sort of entitlement, then what about the prerequisite of survival? (I think it's pretty sensible at least to cut back the frequency of character mortality as the time needed to a generate a new character increases. The degree to which a game is simultaneously "about" combat and long-term character development is another factor.) The designers of 4E looked at a lot of questions and came up with radically different answers than the designers of the original game. That does not necessarily mean they came up with [I]your[/I] or [I]her[/I] radically different answers! My own view of what D&D is "about" is pretty old fashioned. I don't have problems with a lot of things that may bother people trying to transform the old game into something quite different. [/QUOTE]
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