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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="pemerton" data-source="post: 6002998" data-attributes="member: 42582"><p>For me, it depends what system I am playing.</p><p></p><p>In classic D&D, I give out XP as per the XP rules: monsters and treasure.</p><p></p><p>In 4e, I give out XP as per the XP rules: encounters (both combat and non-combat), "roleplaying" (as per the DMG 2, one monster's worth for every 15 minutes of free roleplaying that drives the game forward), and quests.</p><p></p><p>In Rolemaster, I started out using the RM rules - where XP are awarded for a range of activities that could be described as "hard training in the field" - but then moved to a variant of goal-based XP based on HARP's XP rules.</p><p></p><p>I would expect D&Dnext to have XP options reflecting a range of traditional approaches, both simulationist (RM, and to some extent 2nd ed AD&D, I think) and metagame (classic D&D, 4e, and HARP). And when it comes to metagame XP, I would expect a variety of metagame options to be canvassed, given the very different metagame rationales behind (for example) classic D&D and 4e.</p><p></p><p>Who is "we" in this sentence? Here are some well-known RPGs that don't use D&D-style hit points:</p><p></p><p style="margin-left: 20px">Tunnels and Trolls: damage is rated numerically, and comes directly off CON;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Rolemaster/MERP/HARP: damage is rated in concussion hits, which are "meat" (bruising and blood loss), and in numerical penalties (eg -10 to all actions) and disabilities (eg blinded) of various sorts;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">RuneQuest: damage is rated numerically, comes of hit points, which are "meat", and hit point loss leads to both numerical penalties and disabilities (eg maimed) of various sorts;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Burning Wheel: damage is rated on a scale, and the scale determines a numerical penalty (eg -1D to all actions) which in turn, as part of the healng mechanics, can lead to disabilities (eg maimed) of various sorts;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Traveller: damage is rated numerically, and comes directly off physical stats.</p><p></p><p>Hit points are not at all ingrained in how I think about RPGs. In fact, I see them as pretty distinctive to D&D.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6002998, member: 42582"] For me, it depends what system I am playing. In classic D&D, I give out XP as per the XP rules: monsters and treasure. In 4e, I give out XP as per the XP rules: encounters (both combat and non-combat), "roleplaying" (as per the DMG 2, one monster's worth for every 15 minutes of free roleplaying that drives the game forward), and quests. In Rolemaster, I started out using the RM rules - where XP are awarded for a range of activities that could be described as "hard training in the field" - but then moved to a variant of goal-based XP based on HARP's XP rules. I would expect D&Dnext to have XP options reflecting a range of traditional approaches, both simulationist (RM, and to some extent 2nd ed AD&D, I think) and metagame (classic D&D, 4e, and HARP). And when it comes to metagame XP, I would expect a variety of metagame options to be canvassed, given the very different metagame rationales behind (for example) classic D&D and 4e. Who is "we" in this sentence? Here are some well-known RPGs that don't use D&D-style hit points: [indent]Tunnels and Trolls: damage is rated numerically, and comes directly off CON; Rolemaster/MERP/HARP: damage is rated in concussion hits, which are "meat" (bruising and blood loss), and in numerical penalties (eg -10 to all actions) and disabilities (eg blinded) of various sorts; RuneQuest: damage is rated numerically, comes of hit points, which are "meat", and hit point loss leads to both numerical penalties and disabilities (eg maimed) of various sorts; Burning Wheel: damage is rated on a scale, and the scale determines a numerical penalty (eg -1D to all actions) which in turn, as part of the healng mechanics, can lead to disabilities (eg maimed) of various sorts; Traveller: damage is rated numerically, and comes directly off physical stats.[/indent] Hit points are not at all ingrained in how I think about RPGs. In fact, I see them as pretty distinctive to D&D. [/QUOTE]
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