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Community
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*Pathfinder & Starfinder
XP for generating monsters
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<blockquote data-quote="Dr_Ruminahui" data-source="post: 4670716" data-attributes="member: 81104"><p>I'm designing encounters for the next level or so and have been thinking of ways of sprucing them up.</p><p></p><p>As usual, Darren in Edmonton - no reading of this thread. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Anyway, one concept I had in mind was a trapped spirit continually raising skeletons until the players kill it/complete some other condition. I also have in mind that when they succeed in doing so, all the undead will collapse.</p><p></p><p>Now, how do I give XP for something like this? There are two issues:</p><p></p><p>1. How do I give XP for the "generated" baddies, since one way of thinking of them is as a punishment for taking too long - or to think of it in another way, if you give full XP for defeating them, you are rewarding the players for delaying with the main task. Conversely, it doesn't seem fair to not reward the players for a harder encounter, even if it is harder because they aren't succeeding.</p><p></p><p>2. How do I give XP for monsters that are killed by a plotpoint? Sure, its a plotpoint created by the players achievement in the encounter, so they should get some sort of award. But how much? If I give full XP for all the monsters, the players could allow the monsters to generate, waiting to complete the condition until they killed as many as they can handle. On the other hand, they could ignore the monsters and go straight for the condition - or just deal out damage to a variety of monsters, perhaps with condition effects that keep them out of the way - and it doesn't seem fair to penalize them for being efficient.</p><p></p><p>Anyway, please offer whatever suggestions you might have.</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 4670716, member: 81104"] I'm designing encounters for the next level or so and have been thinking of ways of sprucing them up. As usual, Darren in Edmonton - no reading of this thread. :) Anyway, one concept I had in mind was a trapped spirit continually raising skeletons until the players kill it/complete some other condition. I also have in mind that when they succeed in doing so, all the undead will collapse. Now, how do I give XP for something like this? There are two issues: 1. How do I give XP for the "generated" baddies, since one way of thinking of them is as a punishment for taking too long - or to think of it in another way, if you give full XP for defeating them, you are rewarding the players for delaying with the main task. Conversely, it doesn't seem fair to not reward the players for a harder encounter, even if it is harder because they aren't succeeding. 2. How do I give XP for monsters that are killed by a plotpoint? Sure, its a plotpoint created by the players achievement in the encounter, so they should get some sort of award. But how much? If I give full XP for all the monsters, the players could allow the monsters to generate, waiting to complete the condition until they killed as many as they can handle. On the other hand, they could ignore the monsters and go straight for the condition - or just deal out damage to a variety of monsters, perhaps with condition effects that keep them out of the way - and it doesn't seem fair to penalize them for being efficient. Anyway, please offer whatever suggestions you might have. [/QUOTE]
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