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<blockquote data-quote="Quickleaf" data-source="post: 5576249" data-attributes="member: 20323"><p>You mean like drinking and wenching? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Your issue is with the amount of XP those status quo encounters (as you define them) award to the PCs according to RAW, right?</p><p></p><p>I guess you could change the difficulty/implicit assumptions of what constitutes a status quo encounter. For example, using the minion advice from myself and other posters, or tipping the odds against the PCs with terrain/situation complications.</p><p></p><p>As you've pointed out, you could slow down the rate of level advancement by cutting XP awards in half.</p><p></p><p>You could drastically break from RAW and manipulate the XP chart so that easier enemies and minions are worth less XP.</p><p></p><p>You could set XP for minion at the amount one wave of minions is worth, then throw as many waves at the PCs that you like until the complete their objective, escape, or defuse the situation.</p><p></p><p>Lots of ways to go about it</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5576249, member: 20323"] You mean like drinking and wenching? ;) Your issue is with the amount of XP those status quo encounters (as you define them) award to the PCs according to RAW, right? I guess you could change the difficulty/implicit assumptions of what constitutes a status quo encounter. For example, using the minion advice from myself and other posters, or tipping the odds against the PCs with terrain/situation complications. As you've pointed out, you could slow down the rate of level advancement by cutting XP awards in half. You could drastically break from RAW and manipulate the XP chart so that easier enemies and minions are worth less XP. You could set XP for minion at the amount one wave of minions is worth, then throw as many waves at the PCs that you like until the complete their objective, escape, or defuse the situation. Lots of ways to go about it [/QUOTE]
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