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Why punish a player if they can't come to the game?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 2555320" data-attributes="member: 5143"><p>I disagree that this is clear. You only get XP for defeating challenges according to the RAW, there are some optional rules about rewarding people for good role playing, but they aren't standard.</p><p></p><p>3.5e edition sees XP as...the "life force" of your character. The more you experience in terms of life or death, larger than life situations the more "powerful" you are in every way.</p><p></p><p>This attempts to model the "hero" approach. Characters are more powerful than other people because they are the heroes of the story. No matter how they face enemies, they get "stronger". It is an attempt to simulate the characters from stories who seem to gain power dramatically compared to those of the "normal" world. Mainly, it is a risk vs reward concept. You risk death when facing anything that has a CR, therefore you grow stronger for defeating it. This way, heroes who go out adventuring and defeating the evils of the world are the strong ones and those who hide in their homes studying find they grow stagnant due to no real EXPERIENCE. Thus, the name of it.</p><p></p><p>The IC excuse for losing XP for dying or creating magic items is that you lose part of your life force when you are brought back to life and you must put part of your life force into a magic item to allow it to function. Since your life force determines everything about you in the D&D world, you also lose some of your abilities when you die.</p><p></p><p>Yes, it ALSO serves an OOC reason, and it's likely the IC reasons are just justifications for the OOC ones. However, I can envision a world where it is a force as described above. It means that heroes are more powerful than everyone else for a REASON, they face the risk. Fortune favours the bold and all of that.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2555320, member: 5143"] I disagree that this is clear. You only get XP for defeating challenges according to the RAW, there are some optional rules about rewarding people for good role playing, but they aren't standard. 3.5e edition sees XP as...the "life force" of your character. The more you experience in terms of life or death, larger than life situations the more "powerful" you are in every way. This attempts to model the "hero" approach. Characters are more powerful than other people because they are the heroes of the story. No matter how they face enemies, they get "stronger". It is an attempt to simulate the characters from stories who seem to gain power dramatically compared to those of the "normal" world. Mainly, it is a risk vs reward concept. You risk death when facing anything that has a CR, therefore you grow stronger for defeating it. This way, heroes who go out adventuring and defeating the evils of the world are the strong ones and those who hide in their homes studying find they grow stagnant due to no real EXPERIENCE. Thus, the name of it. The IC excuse for losing XP for dying or creating magic items is that you lose part of your life force when you are brought back to life and you must put part of your life force into a magic item to allow it to function. Since your life force determines everything about you in the D&D world, you also lose some of your abilities when you die. Yes, it ALSO serves an OOC reason, and it's likely the IC reasons are just justifications for the OOC ones. However, I can envision a world where it is a force as described above. It means that heroes are more powerful than everyone else for a REASON, they face the risk. Fortune favours the bold and all of that. [/QUOTE]
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Why punish a player if they can't come to the game?
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