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<blockquote data-quote="jgsugden" data-source="post: 8683509" data-attributes="member: 2629"><p>To me this feels like 'video game' mechanics, and it can hurt storytelling options. </p><p></p><p>You no longer have the freedom to spend that money on story related ideas. No building a castle, freeing slaves by purchasing them and releasing them, buying a skyship, etc... There is a lot that you can do storywise with PC wealth.</p><p></p><p>You also have to stop the action and 'return to town' to level up often. Or, perhaps travel far and wide to find a master to train you. This is not possible if you have a storyline with a time limitation - which either means they skip leveling up, or they can't meet any such deadlines. That either punishes them for following a story or takes the intensity out of many storylines. That isn't generally fun.</p><p></p><p>It is also extra accounting. Some of the most common changes we've seen in the game are aimed at reducing the accounting. Milestone experience eliminates individual experince - and it has been widely used. In the 1980s many of us tracked every meal and every lb carried - but in modern D&D it is far more common to abstract it and not sweat the details as it gets in the way of fun. </p><p></p><p>I get the impulse behind the rules - but I think overall, you'll find most players are less receptive to this approach and that you, as a DM, may find yourself limited by it as well.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8683509, member: 2629"] To me this feels like 'video game' mechanics, and it can hurt storytelling options. You no longer have the freedom to spend that money on story related ideas. No building a castle, freeing slaves by purchasing them and releasing them, buying a skyship, etc... There is a lot that you can do storywise with PC wealth. You also have to stop the action and 'return to town' to level up often. Or, perhaps travel far and wide to find a master to train you. This is not possible if you have a storyline with a time limitation - which either means they skip leveling up, or they can't meet any such deadlines. That either punishes them for following a story or takes the intensity out of many storylines. That isn't generally fun. It is also extra accounting. Some of the most common changes we've seen in the game are aimed at reducing the accounting. Milestone experience eliminates individual experince - and it has been widely used. In the 1980s many of us tracked every meal and every lb carried - but in modern D&D it is far more common to abstract it and not sweat the details as it gets in the way of fun. I get the impulse behind the rules - but I think overall, you'll find most players are less receptive to this approach and that you, as a DM, may find yourself limited by it as well. [/QUOTE]
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