There are no xp.How do you know which encounters your GM will award XP for?
That just seems like "xp for overcoming challenges" with smaller numbers.There are no xp.
A encounter counts if - afterward in hindsight - it proved to be moderately difficult and worked out successfully.
(Cakewalks are only worth half, and near TPKs one-and-a-half.)
The sweet levels 5 thru 12 require fifteen encounters to reach the next level.
The encounters can be combat, social, or exploration.
But in hindsight. An encounter that the DM expected to be hard but turned out easy, is only worth half an encounter.That just seems like "xp for overcoming challenges" with smaller numbers.
That must have an interesting knock on effect where certain kinds of players might self-nerf to make the encounters harder.But in hindsight. An encounter that the DM expected to be hard but turned out easy, is only worth half an encounter.
Let me start with I think you have a perfectly good answer. I'm not trying to debate it, I gave it a like.As a GM, I tend to aim for "XP for overcoming challenges" aka giving XP for figuring stuff out and not necessarily having to fight or whatever. But as a player, i want to XP for concrete things like treasure and defeating monsters. And I want to know or at least have a clue as to the relative value of those things. I want to be able to gamble higher risks for higher rewards, and concrete XP is much better for that as a player, IMO.
Well, yeah. That’s basically what “milestones” are. Less granular XP awards.That just seems like "xp for overcoming challenges" with smaller numbers.
Players know if a challenge feels genuine. Normally the players too reach a consensus about how difficult it was. Usually a planned encounter is worth one. An easy encounter tends to be obvious, and likewise a near-TPK.That must have an interesting knock on effect where certain kinds of players might self-nerf to make the encounters harder.
Well, as a player, I don't want "chapters" and I don't expect pacing to be the purview of the GM (outside of things like con events). Player agency is key, and so as a player I want to know or be able to find out where the risks and rewards are, and decide with my fellow players what we are willing to try. I am not interested in the kind of adventure that necessitates milestones* or GM pacing.Let me start with I think you have a perfectly good answer. I'm not trying to debate it, I gave it a like.
It did bring up an interesting point I wanted to explore though. Others have commented from the GM side (and I do this myself) that leveling is more of a pacing mechanism. As a GM I also try to give my players lots of freedom in the goals they pick and how they overcome them. But I just realized I could marry the leveling-as-pacing GMing and risk-for-reward player strategizing by making the riskier paths also the shorter ones leading to the next increases in scope and issues (that is, the pacing).
But would that satisfy? As a player who likes to be able to decide to gamble or not for those bigger rewards, would it throw you off to know that doing so would be hastening the next chapter of what the party is trying to accomplish, so in terms of the challenges to overcome you aren't getting in front of them by taking riskier choices now, just that the riskier path is likely shorter than the safer-per-challenge but with less challenges.