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WotC's Mearls Presents A New XP System For 5E In August's Unearthed Arcana
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<blockquote data-quote="Ovinomancer" data-source="post: 7721921" data-attributes="member: 16814"><p>If you don't mind, I'd like to weigh in on these.</p><p></p><p>1. Sure, if the DM sets it up as three goals to the milestone, and tells the players, they have the same insight into progression as they do with XP. </p><p></p><p>2. There's zero need to railroad to set up what qualifies as a goal. I, as DM, don't have to provide the goals, I can provide general guidelines to what constitutes a goal, like the suggestion I made above of defeating 3 tier appropriate adventures like a dungeon or defending a town or something the players have set as a goal. There's no reason there cannot be a discussion about appropriate goals or if this thing or another counts as a goal and making that plain to the players.</p><p></p><p>3. I'm glad it doesn't solve a problem you're having -- you don't need to use milestone leveling and no one here is trying to convince you that you do need to. It's just something in a bag, and it can be pretty versatile. It doesn't require a railroad, although it works for one as well. And it really has nothing to do with lazy DMing. Honestly, calculating XP is a trivial task compared to what else a DM has to do. If a DM preferred to not provide XP and use milestone leveling, I'd strongly advise against calling them lazy on that basis alone -- they still do way more work just to provide you with a game.</p><p></p><p>In general, and I'm stressing this, it's not good to assign negative traits to people just because they don't share your preferences -- especially when talking about hobby gaming.</p><p></p><p>And to your unnumbered final point, because you want to. Honestly, this is pretty much the answer at the bottom of any choice in how you run a game. But, to expand on how it could be useful in a more general sense: a) it keeps players at the same level, a goal that may or may not be something you care about. I find it easier to run a game where everyone is at the same level; b) it stops the 'how much XP for that?!' questions; and c) it allows leveling at points that work with pacing. Case in point, I ran a game where there was milestone leveling but I kept a track of xp that would have been handed out and used that to gauge when to announce a level. But I only announced levels at downpoints in pacing, sometimes when the XP was almost to the next level and sometimes after, depending. To the players, they didn't have to track XP and gained levels at points where they had accomplished things or were ready to go accomplish things. My players liked it, as they felt they got levels at appropriate points and it was easy to adjudicate leveling concerns while they had time to do so, and they didn't have to track their XP and feel that moment when you're 10xp from the next level but have hit an adventure downtime.</p><p></p><p>There are many reasons you might want to use milestone leveling in your own, nonscripted, unplotted, sandbox game. I've provided a few that I've seen. But I use different methods depending on what feeling I"m trying to evoke in that particular game, so I don't exclusively use milestone leveling --although I've used it for my last two games.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7721921, member: 16814"] If you don't mind, I'd like to weigh in on these. 1. Sure, if the DM sets it up as three goals to the milestone, and tells the players, they have the same insight into progression as they do with XP. 2. There's zero need to railroad to set up what qualifies as a goal. I, as DM, don't have to provide the goals, I can provide general guidelines to what constitutes a goal, like the suggestion I made above of defeating 3 tier appropriate adventures like a dungeon or defending a town or something the players have set as a goal. There's no reason there cannot be a discussion about appropriate goals or if this thing or another counts as a goal and making that plain to the players. 3. I'm glad it doesn't solve a problem you're having -- you don't need to use milestone leveling and no one here is trying to convince you that you do need to. It's just something in a bag, and it can be pretty versatile. It doesn't require a railroad, although it works for one as well. And it really has nothing to do with lazy DMing. Honestly, calculating XP is a trivial task compared to what else a DM has to do. If a DM preferred to not provide XP and use milestone leveling, I'd strongly advise against calling them lazy on that basis alone -- they still do way more work just to provide you with a game. In general, and I'm stressing this, it's not good to assign negative traits to people just because they don't share your preferences -- especially when talking about hobby gaming. And to your unnumbered final point, because you want to. Honestly, this is pretty much the answer at the bottom of any choice in how you run a game. But, to expand on how it could be useful in a more general sense: a) it keeps players at the same level, a goal that may or may not be something you care about. I find it easier to run a game where everyone is at the same level; b) it stops the 'how much XP for that?!' questions; and c) it allows leveling at points that work with pacing. Case in point, I ran a game where there was milestone leveling but I kept a track of xp that would have been handed out and used that to gauge when to announce a level. But I only announced levels at downpoints in pacing, sometimes when the XP was almost to the next level and sometimes after, depending. To the players, they didn't have to track XP and gained levels at points where they had accomplished things or were ready to go accomplish things. My players liked it, as they felt they got levels at appropriate points and it was easy to adjudicate leveling concerns while they had time to do so, and they didn't have to track their XP and feel that moment when you're 10xp from the next level but have hit an adventure downtime. There are many reasons you might want to use milestone leveling in your own, nonscripted, unplotted, sandbox game. I've provided a few that I've seen. But I use different methods depending on what feeling I"m trying to evoke in that particular game, so I don't exclusively use milestone leveling --although I've used it for my last two games. [/QUOTE]
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