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General Tabletop Discussion
*Dungeons & Dragons
Why I dislike Milestone XP
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<blockquote data-quote="Staccat0" data-source="post: 7387091" data-attributes="member: 6695548"><p>I have been using milestones for over a decade but recently came back around to XP. In my newest campaign XP has been a pretty useful carrot and has created interesting decision points. It's pretty specific though. My players are members of a school that awards XP and requires tuition (GP) to level up. Caring about gold also means caring about gear so we started using a light encumbrance system. There are also bonuses for finishing quests quickly so we track time using a light system I have cooked up. </p><p></p><p>It wouldn't work in every campaign, but in my campaign the players (who all started with 5e and previously never had to care about XP, GP or encumbrance) have really enjoyed it and have talked a lot about how now every decision matters a lot. Even random encounters with a patrol of skeleton guards feel like they matter. </p><p></p><p>"Do we wanna fight? We have plenty of XP for this next level, but we're short on gold. Let's figure out if they have gold before they engage. We don't have time for a long rest, so we need to play it safe. Maybe we shouldn't have bought a donkey."</p><p></p><p>My initial instincts were that tracking stuff would bog things down, and that my players (who mostly just wanna make jokes and get into shenanigans) would hate it. I've found though that it's made the game feel like an adventure again.</p></blockquote><p></p>
[QUOTE="Staccat0, post: 7387091, member: 6695548"] I have been using milestones for over a decade but recently came back around to XP. In my newest campaign XP has been a pretty useful carrot and has created interesting decision points. It's pretty specific though. My players are members of a school that awards XP and requires tuition (GP) to level up. Caring about gold also means caring about gear so we started using a light encumbrance system. There are also bonuses for finishing quests quickly so we track time using a light system I have cooked up. It wouldn't work in every campaign, but in my campaign the players (who all started with 5e and previously never had to care about XP, GP or encumbrance) have really enjoyed it and have talked a lot about how now every decision matters a lot. Even random encounters with a patrol of skeleton guards feel like they matter. "Do we wanna fight? We have plenty of XP for this next level, but we're short on gold. Let's figure out if they have gold before they engage. We don't have time for a long rest, so we need to play it safe. Maybe we shouldn't have bought a donkey." My initial instincts were that tracking stuff would bog things down, and that my players (who mostly just wanna make jokes and get into shenanigans) would hate it. I've found though that it's made the game feel like an adventure again. [/QUOTE]
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Why I dislike Milestone XP
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