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Worlds of Design: Peaceful Solutions to Violent Problems
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<blockquote data-quote="Shiroiken" data-source="post: 8627211" data-attributes="member: 6775477"><p>I think another aspect to consider is the time dilation that occurs. The average 5E combat takes no more than 5 rounds to resolve, meaning only 30 sections of in-world time. However, depending on the group that 30 seconds might take 60 minutes real-time. A tense RP social scene is going to be largely real-time, but an exploration could be hours in-world taking only a few minutes real time. Add in the fact that the entirety of the rules for social and exploration encounters combined can fit into less than a dozen pages, yet combat rules take more than twice that. Because of this, it tends to give a false sense of focus for the game towards combat.</p><p></p><p></p><p>Absolutely, and the shift towards XP only for killing stuff radically altered the mentality of the players overall. In 1E, combat was avoided whenever possible, since the amount of xp for killing stuff was much less than getting treasure. The risk/reward ratio was terrible comparatively, so you only fought when you had to or when they had loot to take. In 2E they removed the simple gp=xp equation, but getting magic items still got you xp and each class had their own way of earning individual xp that weren't necessarily combat related. Once 3E came around, it was just a slaughter-fest to get xp unless the DM awarded it differently (such as xp/session).</p><p></p><p>I'm not a fan of milestone leveling; unless I'm trying to run a specific storyline, it runs counter to my desires within the game. Thus, I've added XP for both the social and exploration pillar, as well as overall xp for completing quests. This encourages the players to consider all aspects of play when building characters, since having a group weakness in one category can not only hamper you in play, but it can cost you potential xp. Defeating monsters becomes a dangerous way to get xp, when you could try diplomacy or exploring another route.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8627211, member: 6775477"] I think another aspect to consider is the time dilation that occurs. The average 5E combat takes no more than 5 rounds to resolve, meaning only 30 sections of in-world time. However, depending on the group that 30 seconds might take 60 minutes real-time. A tense RP social scene is going to be largely real-time, but an exploration could be hours in-world taking only a few minutes real time. Add in the fact that the entirety of the rules for social and exploration encounters combined can fit into less than a dozen pages, yet combat rules take more than twice that. Because of this, it tends to give a false sense of focus for the game towards combat. Absolutely, and the shift towards XP only for killing stuff radically altered the mentality of the players overall. In 1E, combat was avoided whenever possible, since the amount of xp for killing stuff was much less than getting treasure. The risk/reward ratio was terrible comparatively, so you only fought when you had to or when they had loot to take. In 2E they removed the simple gp=xp equation, but getting magic items still got you xp and each class had their own way of earning individual xp that weren't necessarily combat related. Once 3E came around, it was just a slaughter-fest to get xp unless the DM awarded it differently (such as xp/session). I'm not a fan of milestone leveling; unless I'm trying to run a specific storyline, it runs counter to my desires within the game. Thus, I've added XP for both the social and exploration pillar, as well as overall xp for completing quests. This encourages the players to consider all aspects of play when building characters, since having a group weakness in one category can not only hamper you in play, but it can cost you potential xp. Defeating monsters becomes a dangerous way to get xp, when you could try diplomacy or exploring another route. [/QUOTE]
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