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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: The Benefit of Experience
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<blockquote data-quote="Oofta" data-source="post: 8129582" data-attributes="member: 6801845"><p>I just have people level up when it make sense and based on the preference of the group and have for a long time. I really dislike having to track every XP point and it always kind of felt distracting to focus so much on the meta game. I care more about the story and PCs getting better at their job is just part of the story arc.</p><p></p><p>In addition, I have a very RP heavy game at times where making alliances, solving mysteries and aspects of the game other than "kill/defeat the bad guys" takes up the majority of the game. At one point I would just give XP for those activities but then I'm just handing out XP at a rate that people will level by a certain point. Now I just cut out the middle man, much easier.</p><p></p><p>Last, but not least, I want my players to feel like their PCs are accomplishing something based on story progression and story accomplishments. not because they're murder hobos. There may be times when I would not want to grant XP for killing monsters - it avoids the whole "I'm 10 xp from leveling so I go out and hunt down an orc" problem.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8129582, member: 6801845"] I just have people level up when it make sense and based on the preference of the group and have for a long time. I really dislike having to track every XP point and it always kind of felt distracting to focus so much on the meta game. I care more about the story and PCs getting better at their job is just part of the story arc. In addition, I have a very RP heavy game at times where making alliances, solving mysteries and aspects of the game other than "kill/defeat the bad guys" takes up the majority of the game. At one point I would just give XP for those activities but then I'm just handing out XP at a rate that people will level by a certain point. Now I just cut out the middle man, much easier. Last, but not least, I want my players to feel like their PCs are accomplishing something based on story progression and story accomplishments. not because they're murder hobos. There may be times when I would not want to grant XP for killing monsters - it avoids the whole "I'm 10 xp from leveling so I go out and hunt down an orc" problem. [/QUOTE]
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Worlds of Design: The Benefit of Experience
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