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*Dungeons & Dragons
WotC's Mearls Presents A New XP System For 5E In August's Unearthed Arcana
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<blockquote data-quote="Sunseeker" data-source="post: 7721490"><p>Are tables <em>still</em> not rewarding XP for non-combat experiences? I mean honestly the only way I've ever been able to reach the 6-8 encounters per "day" without turning the game into a grindfest is to make <em>at least</em> half of them non-combat experiences. Players <em>should</em> be rewarded for their success at diplomacy, deception, deduction, and dedication to tasks that do not involve "hitting it with a stick". You've never going to convince players to not be murderhobos until you start awarding them loot and XP for participation, completion and success in non-combat areas of the game. </p><p></p><p>It's amazing how much progress Wizards can undo every edition. I mean we <em>just had</em> an edition that rewarded XP based on resolution of the <em>encounter </em>(even going as far as to reward non-combat encounter resolutions to combat encounters the same as combat!) and specifically called out non-combat elements to be included AND rewarded. Yet here we are, trying to reinvent the wheel, wondering just <em>how</em> we can get the other aspects of the game more involved.</p><p></p><p>Mearls, as usual, presents an interesting alternative to the obvious, but like much in 5E feels like a painstaking attempt to miss the obvious and frankly, easiest solution that not only reduces grind, but moves players away from finding combat to be the only means of level-based progression. </p><p></p><p>The wheel was found to be most useful as a circle. Why would I ever want to use an oval?</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7721490"] Are tables [I]still[/I] not rewarding XP for non-combat experiences? I mean honestly the only way I've ever been able to reach the 6-8 encounters per "day" without turning the game into a grindfest is to make [I]at least[/I] half of them non-combat experiences. Players [I]should[/I] be rewarded for their success at diplomacy, deception, deduction, and dedication to tasks that do not involve "hitting it with a stick". You've never going to convince players to not be murderhobos until you start awarding them loot and XP for participation, completion and success in non-combat areas of the game. It's amazing how much progress Wizards can undo every edition. I mean we [I]just had[/I] an edition that rewarded XP based on resolution of the [I]encounter [/I](even going as far as to reward non-combat encounter resolutions to combat encounters the same as combat!) and specifically called out non-combat elements to be included AND rewarded. Yet here we are, trying to reinvent the wheel, wondering just [I]how[/I] we can get the other aspects of the game more involved. Mearls, as usual, presents an interesting alternative to the obvious, but like much in 5E feels like a painstaking attempt to miss the obvious and frankly, easiest solution that not only reduces grind, but moves players away from finding combat to be the only means of level-based progression. The wheel was found to be most useful as a circle. Why would I ever want to use an oval? [/QUOTE]
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WotC's Mearls Presents A New XP System For 5E In August's Unearthed Arcana
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