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XP Per Adventuring Day Per Player is Ridiculous
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<blockquote data-quote="5ekyu" data-source="post: 7335208" data-attributes="member: 6919838"><p>I concur... this seems a baffling issue for me.</p><p></p><p>Thge way i have used milestone and even session Xp is to absolutely divorce "methods" from carrot/stick out of game. There is no pressure on players from out-of-game aspects like "Xp and advancement" to choose one method or another. They can choose their courses within the character and within the game setting with the thoughts being what is happening there and how they want to influence and change it. They can choose their method without worry over which particular one gets full xp vs partial xp vs maybe no xp. Their decisions have consequences but those consequences are not so much driven or at all driven by advancement concerns out of character.</p><p></p><p>As for hand-waving fights - sometimes we have - but mostly the reason to fight is to accomplish some goal that is the reward in itself (or to survive if you are the target as opposed to the attacker.) But the idea of "might as well handwave..." has not come up as an issue because so much can depend on the specifics AND its something we enjoy playing out.</p><p></p><p>To me, even when Xp was used, when it came down to "we should do this because of how Xp works" which some might consider the carrot motivator of XP... that always felt wrong. It was practically never a "good thing" to do something for out-of-game considerations. So, not something we tended to find worthwhile. that means we do not see any real changes in play when playing without it. </p><p></p><p>But different strokes.</p><p></p><p>Currently my game uses a session based variant which levels characters every 8 sessions more or less for six levels gained in a year more or less at tiers2+. This might switch ti 12 sessions once they hit tier-2 but not sure yet.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7335208, member: 6919838"] I concur... this seems a baffling issue for me. Thge way i have used milestone and even session Xp is to absolutely divorce "methods" from carrot/stick out of game. There is no pressure on players from out-of-game aspects like "Xp and advancement" to choose one method or another. They can choose their courses within the character and within the game setting with the thoughts being what is happening there and how they want to influence and change it. They can choose their method without worry over which particular one gets full xp vs partial xp vs maybe no xp. Their decisions have consequences but those consequences are not so much driven or at all driven by advancement concerns out of character. As for hand-waving fights - sometimes we have - but mostly the reason to fight is to accomplish some goal that is the reward in itself (or to survive if you are the target as opposed to the attacker.) But the idea of "might as well handwave..." has not come up as an issue because so much can depend on the specifics AND its something we enjoy playing out. To me, even when Xp was used, when it came down to "we should do this because of how Xp works" which some might consider the carrot motivator of XP... that always felt wrong. It was practically never a "good thing" to do something for out-of-game considerations. So, not something we tended to find worthwhile. that means we do not see any real changes in play when playing without it. But different strokes. Currently my game uses a session based variant which levels characters every 8 sessions more or less for six levels gained in a year more or less at tiers2+. This might switch ti 12 sessions once they hit tier-2 but not sure yet. [/QUOTE]
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