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Why I dislike Milestone XP
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<blockquote data-quote="Gradine" data-source="post: 7386835" data-attributes="member: 57112"><p><looks at this post></p><p><looks at DMG's encounter building tables></p><p><looks back at this post></p><p><looks back at DMG></p><p></p><p>I think that you and I have very different definitions of the word "simple", my friend.</p><p></p><p>And, here's the thing, it's not that I'm math-allergic by any means. I do fairly complex statistical analysis at my day job. I do not want to spend what little free time I have doing <em>work.</em> If your game math requires me to consult multiple freaking tables, for <em>every encounter I build</em>, that is <em>work</em> to me, not fun.</p><p></p><p>I don't doubt that some people do find that work fun or enjoyable, and once again more power to them.</p><p></p><p>And I'm not saying that I think D&D should have simpler XP math either; I don't need D&D's default XP system to conform to my expectations because even if it were simpler, it still incentivizes the wrong kind of gameplay for me.</p><p></p><p></p><p></p><p>Okay, well in that case let me consult those DMG tables for just a sec...</p><p></p><p></p><p></p><p>Sorry, my eyes just glazed over from boredom. I think I'll pass on that.</p><p></p><p></p><p></p><p>I neither need nor want game mechanics designed specifically to deal with problem players, because I already have a mechanic to deal with problem players, and it's called the door.</p><p></p><p>And I recognize that neither me nor my players quite align to either of the classical, more "mercenary" and/or "sandbox" styles of D&D play, where this kind of XP system makes much more sense; we're definitely more narrative-heavy players. I don't need to incentivize them to do the content I've prepared; they've already signed up for that. Buy-in is not something I am ever really concerned about. </p><p></p><p>What I want to incentivize is great play, in the moment, and D&D's XP system doesn't really allow for that kind of ad-hoc reward structure (see also: tables). I'm sure there's a way to hack it to be able to do that, structurally (rather than arbitrarily) and simply, but I'm not invested enough to put that work in, because great play is not something I <em>really</em> have to worry about too much from my players either.</p></blockquote><p></p>
[QUOTE="Gradine, post: 7386835, member: 57112"] <looks at this post> <looks at DMG's encounter building tables> <looks back at this post> <looks back at DMG> I think that you and I have very different definitions of the word "simple", my friend. And, here's the thing, it's not that I'm math-allergic by any means. I do fairly complex statistical analysis at my day job. I do not want to spend what little free time I have doing [I]work.[/I] If your game math requires me to consult multiple freaking tables, for [I]every encounter I build[/I], that is [I]work[/I] to me, not fun. I don't doubt that some people do find that work fun or enjoyable, and once again more power to them. And I'm not saying that I think D&D should have simpler XP math either; I don't need D&D's default XP system to conform to my expectations because even if it were simpler, it still incentivizes the wrong kind of gameplay for me. Okay, well in that case let me consult those DMG tables for just a sec... Sorry, my eyes just glazed over from boredom. I think I'll pass on that. I neither need nor want game mechanics designed specifically to deal with problem players, because I already have a mechanic to deal with problem players, and it's called the door. And I recognize that neither me nor my players quite align to either of the classical, more "mercenary" and/or "sandbox" styles of D&D play, where this kind of XP system makes much more sense; we're definitely more narrative-heavy players. I don't need to incentivize them to do the content I've prepared; they've already signed up for that. Buy-in is not something I am ever really concerned about. What I want to incentivize is great play, in the moment, and D&D's XP system doesn't really allow for that kind of ad-hoc reward structure (see also: tables). I'm sure there's a way to hack it to be able to do that, structurally (rather than arbitrarily) and simply, but I'm not invested enough to put that work in, because great play is not something I [I]really[/I] have to worry about too much from my players either. [/QUOTE]
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