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XP for goals only

Level when you feel like it is a good m
ethod and one I use in my games a lot. However, XP might be one of those sacred cows of D&D. If so, I'd rather have a system like above that accommodates many different playstyles for new players or those that arent comfortable with level when you want to.
 

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If levels are a story progression, to detail how the PCs become more powerful as they adventure, then you can hand them out when appropriate.

But if levels are treasure to be earned as much as gold or magic items, where the DM wants the players to think in terms of hunting down foes and treasure to benefit himself, then XP are a vital resource.

I can't see anyone playing old-school D&D without individual XP awards, in other words. Give you something just because you've been playing? No. You must EARN it. With blood and sweat.

(Not that I really play that way.)
 


In general, I prefer XP for accomplishing challenging goals, which may or may not include killing monsters. I also prefer XP to be less granular, and the difference between levels to either be linear, or follow an obvious, predicable curve.

For example, Third Edition was easy to ad-hock experience for. You always needed Your Current Level x 1000 to reach a new level. I could break that down into ten challenge point, each worth Current Level x 100, and then use those to plan adventures and control the speed of advancement.

Both 4E and Pathfinder made the math for XP more complex, and that makes me a sad DM.
 

Who’s ready to abandon XP for defeating monsters as the XP standard in Next?

Not Me.

I don't actually use the XP system, and just level the group up every 1-3 adventures (depending on the length and involvement of the adventure). But, XP awards have been a pretty good way of providing incentive for what the DM wishes to emphasize, and for good game play overall. I much prefer group XP awards in most situations (when standard XP is used), but individual awards for certain situations also seems warranted to me.

If the D&D Next didn't have an XP system in core, I would be just fine. But I think there are many who would seriously see this as a lack of something important to the game.

:cool:
 

If the D&D Next didn't have an XP system in core, I would be just fine. But I think there are many who would seriously see this as a lack of something important to the game.
It's all about options. Why not present an encounter-based XP system as part of the tactical combat options, a goal-based XP system as part of some intrigue and skill-based module, and have no XP as the default? I think an opt-in approach would satisfy the people whose style demands XP, but I think that many wouldn't miss it.
 

Possibly. I'd like to see WotC run a poll on this and see what people say. It would be interesting. I'd be good with what you proposed. I'd be interested to see how many others do also.:)
 

I can see this failing badly in a true sandbox campaign where the party have no specific goals (well, other than survival) and are simply exploring and dealing with what they find as they fnd it.

I can also see this failing in a game like mine where quite often the party either don't accomplish their intended goal (sometimes by choice!) or worse, never realize what the goal actually is because they get too distracted by the red herrings!

Lanefan
 

Even though it gets derided a lot, I think this is exactly why the loot for XP system worked - in most cases, whether you explored a dungeon or saved a town or whatever, you generally got rewarded for it
 

I think this system has merit. Defeating monsters (especially specific monsters) can still be defined as a goal. Works like "Quest" XP.

It would take a bit of work to educate DM's on what constitutes achieving a "goal", though, otherwise you have the problem Lanefan pointed out.

In a Sandbox, the goals might be smaller and deal with achieving a positive outcome in the individual session-hook. The players don't always have to be aware of their goals.
 

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