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General Tabletop Discussion
*TTRPGs General
Why Calculated XP is Important
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<blockquote data-quote="Ariosto" data-source="post: 4699182" data-attributes="member: 80487"><p>Sure, you can just create characters of level X if that's what your game is "about." One of the things I don't like about 4E is how it removes the <em>option</em> of playing relatively ordinary characters like 1st-level ones in old D&D. Unless you cook up house rules for it, 4E PCs are "heroes" right off the bat. It's also fine to decouple further advancement from the old model of something earned through skilled strategic play -- but any claim that the approach is somehow objectively superior is just not tenable in a "D&D" context.</p><p></p><p>If that's your cup of tea and yet you find yourself in an old-style game, then remember that <em>player</em> experience and ability can be critical. In some scenarios, a <em>hundredth</em> level character might get killed easily with poor play!</p><p></p><p>Complaints about DM favoritism highlight the main reason I like the classic approach of XP for treasure. It's up to <em>the players</em> how to secure and divide treasure; all I need do as DM is place it in the environment. </p><p></p><p>It's also an objective easy to convey and evaluate even in terms the characters (who presumably don't know anything about XP) can understand.</p><p></p><p>Although it may seem counter-intuitive, it also tends in my experience to broaden players' focus to considerations other than racking up experience levels. If that's what you want to do, then there's a clear way to do it -- but not everything worth doing for other reasons is necessarily a means to that end. Thus, those other reason are left to <em>stand on their own merits</em> rather than being implicitly so insufficient as to need an XP "artificial sweetener."</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4699182, member: 80487"] Sure, you can just create characters of level X if that's what your game is "about." One of the things I don't like about 4E is how it removes the [i]option[/i] of playing relatively ordinary characters like 1st-level ones in old D&D. Unless you cook up house rules for it, 4E PCs are "heroes" right off the bat. It's also fine to decouple further advancement from the old model of something earned through skilled strategic play -- but any claim that the approach is somehow objectively superior is just not tenable in a "D&D" context. If that's your cup of tea and yet you find yourself in an old-style game, then remember that [i]player[/i] experience and ability can be critical. In some scenarios, a [i]hundredth[/i] level character might get killed easily with poor play! Complaints about DM favoritism highlight the main reason I like the classic approach of XP for treasure. It's up to [i]the players[/i] how to secure and divide treasure; all I need do as DM is place it in the environment. It's also an objective easy to convey and evaluate even in terms the characters (who presumably don't know anything about XP) can understand. Although it may seem counter-intuitive, it also tends in my experience to broaden players' focus to considerations other than racking up experience levels. If that's what you want to do, then there's a clear way to do it -- but not everything worth doing for other reasons is necessarily a means to that end. Thus, those other reason are left to [i]stand on their own merits[/i] rather than being implicitly so insufficient as to need an XP "artificial sweetener." [/QUOTE]
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