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Why punish a player if they can't come to the game?
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<blockquote data-quote="swrushing" data-source="post: 2552677" data-attributes="member: 14140"><p></p></blockquote><p></p><p></p><p></p><p></p><p>uhh, thats exactly what i did for my three year long dnd game and my almost two year ongoing stargate d20 game. Both have been loads of fun without a single Xp mentioned in five years.</p><p></p><p>Instead of asking "why not" you might want to ask "why do I go thru the middleman stages of figuring xp, handing it out and them spending it to level up" when all that math could be skipped by me just saying "level up" every so often?</p><p></p><p></p><p>for magic items, i required special components, ala the DMG, instead of Xp.</p><p>For death, i took con points not levels.</p><p>For level drains, i replaced those with diseases, attribute hits, curses, poisons and the like, as i really have never liked mucking with levels much at all and much prefer undead to be more in sync with their traditional themes. it tended to increase the variety of undead too and encourage a lot more planning since you don't just need restorations but many other effects too. </p><p></p><p>again, it played wonderfully.</p><p></p><p>and for five years nary a moment of brain power, design time or game time wasted on counting up experience.</p><p></p><p>happy me! </p><p>happy mine!</p><p>we have a winner!!!</p><p></p><p></p><p>A totally flabbergasting question.</p><p></p><p>the answer, of course, is "because the playing is the part they show up to do, because the playing is the fun part."</p><p></p><p>your question only makes sense if you read into it "because getting xp is the primary reason to show up" which is an alien concept to me.</p><p></p><p>my guys show up to play. </p><p>calculating xp isn't playing and the more i cut out the "not playing" parts the more "playing parts" they get.</p><p></p><p></p><p></p><p>I would suspect probably not, because different classes of character treat different traits at different scales. however, the whole package is supposed to play more or less on par with others, whereas if there are level differences, that ceases to be true..</p><p></p><p></p><p>i think its less fun because then you have someone who more or less across the board lags behind and cannot do as much as the others from mechanical standpoints. Now, its not a biggie, but its there and since i don't see a GAIN in having different levels, why should i take it? What do i gain by inflicting varying levels on my group?</p><p></p><p>I mean, look at it this way, if you slam the door on one of your fingers, its not terrible and not as bad as slamming it on an entire hand, but why would you deliberately slam on the finger at all? Where's the gain for the pain?</p><p></p><p>Why do you feel having guys at different levels is "more fun"?</p><p></p><p></p><p></p><p>I don't think its "munchkinism" to want to be <strong>on par</strong> with the other characters, or has somehow "munchkin" now been morphed to include being balanced with your compatriots?</p><p></p><p>in my neck of thw woods at least, munchkinism is used to denote wanting to be more powerful than the others, not staying on par.</p><p></p><p>i guess its different in your woods?</p><p>[/QUOTE]</p>
[QUOTE="swrushing, post: 2552677, member: 14140"] [/QUOTE] uhh, thats exactly what i did for my three year long dnd game and my almost two year ongoing stargate d20 game. Both have been loads of fun without a single Xp mentioned in five years. Instead of asking "why not" you might want to ask "why do I go thru the middleman stages of figuring xp, handing it out and them spending it to level up" when all that math could be skipped by me just saying "level up" every so often? for magic items, i required special components, ala the DMG, instead of Xp. For death, i took con points not levels. For level drains, i replaced those with diseases, attribute hits, curses, poisons and the like, as i really have never liked mucking with levels much at all and much prefer undead to be more in sync with their traditional themes. it tended to increase the variety of undead too and encourage a lot more planning since you don't just need restorations but many other effects too. again, it played wonderfully. and for five years nary a moment of brain power, design time or game time wasted on counting up experience. happy me! happy mine! we have a winner!!! A totally flabbergasting question. the answer, of course, is "because the playing is the part they show up to do, because the playing is the fun part." your question only makes sense if you read into it "because getting xp is the primary reason to show up" which is an alien concept to me. my guys show up to play. calculating xp isn't playing and the more i cut out the "not playing" parts the more "playing parts" they get. I would suspect probably not, because different classes of character treat different traits at different scales. however, the whole package is supposed to play more or less on par with others, whereas if there are level differences, that ceases to be true.. i think its less fun because then you have someone who more or less across the board lags behind and cannot do as much as the others from mechanical standpoints. Now, its not a biggie, but its there and since i don't see a GAIN in having different levels, why should i take it? What do i gain by inflicting varying levels on my group? I mean, look at it this way, if you slam the door on one of your fingers, its not terrible and not as bad as slamming it on an entire hand, but why would you deliberately slam on the finger at all? Where's the gain for the pain? Why do you feel having guys at different levels is "more fun"? I don't think its "munchkinism" to want to be [b]on par[/b] with the other characters, or has somehow "munchkin" now been morphed to include being balanced with your compatriots? in my neck of thw woods at least, munchkinism is used to denote wanting to be more powerful than the others, not staying on par. i guess its different in your woods? [/QUOTE]
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