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XP Progression in Lost Mine of Phandelver [SPOLIERS!]
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<blockquote data-quote="Reynard" data-source="post: 6350656" data-attributes="member: 467"><p>Generally speaking, I think XP rewards should focus on what it is you expect and/or want your players to do. If you give XP for treasure in the old school style, for example, you are asking them to scour the place for everything of value and bring a crowbar. If you give XP primarily for killing monsters, the chances that they will kill everything that walks is much higher. If you give XP for completing quests or hitting story milestones, then they will focus on that. All this with habits from years of playing notwithstanding -- sometimes you get players who can't get out of a kill-n-loot mindset even when they are playing super heroes.</p><p></p><p>My preference in D&D is usually to give XP rewards for overcoming challenges (monsters, traps, obstructionist NPCs) and then provide a 10% bonus for good role-playing. If I am running an exploration heavy game, either in a mega-dungeon or a sandbox, I also give rewards for finding new locations. Sometimes, if I want PCs that are very proactive, I will also give rewards for completing quests in an almost CRPG style (I know, I'm a terrible person).</p><p></p><p>Long story short, I offer XP for the things I want my players to do, let them know what those things are, and then let them decide how much they want to chase XP.</p></blockquote><p></p>
[QUOTE="Reynard, post: 6350656, member: 467"] Generally speaking, I think XP rewards should focus on what it is you expect and/or want your players to do. If you give XP for treasure in the old school style, for example, you are asking them to scour the place for everything of value and bring a crowbar. If you give XP primarily for killing monsters, the chances that they will kill everything that walks is much higher. If you give XP for completing quests or hitting story milestones, then they will focus on that. All this with habits from years of playing notwithstanding -- sometimes you get players who can't get out of a kill-n-loot mindset even when they are playing super heroes. My preference in D&D is usually to give XP rewards for overcoming challenges (monsters, traps, obstructionist NPCs) and then provide a 10% bonus for good role-playing. If I am running an exploration heavy game, either in a mega-dungeon or a sandbox, I also give rewards for finding new locations. Sometimes, if I want PCs that are very proactive, I will also give rewards for completing quests in an almost CRPG style (I know, I'm a terrible person). Long story short, I offer XP for the things I want my players to do, let them know what those things are, and then let them decide how much they want to chase XP. [/QUOTE]
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XP Progression in Lost Mine of Phandelver [SPOLIERS!]
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