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General Tabletop Discussion
*Dungeons & Dragons
XP tracking vs. story progresion leveling, an observation
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<blockquote data-quote="DEFCON 1" data-source="post: 6948776" data-attributes="member: 7006"><p>I use milestone leveling for the same reason why I'm completely fine with overnight healing. Doing it the "old way" ends up giving me almost the exact same results but just with more work... so I just cut out the middleman.</p><p></p><p>The game has the barest examples about determining what "roleplaying" or "quest" XP should be. Or what things are considered XP-able. Or how much any particular <em>type</em> of roleplaying or quest is worth. They say it should be given out like an "applicable" combat encounter, but I have no real way of knowing how easy or difficult a "roleplaying" scene or "quest" should be or is meant to be, so I end up just guesstimating an amount and handing it out. "What you did tonight is worth... uh... 700?... experience points, plus an extra 345 for the monsters you killed." At that point... since I'm just choosing random numbers that seem to "make sense" based on level to give for roleplaying and quest XP (and thus am really just determining how many sessions they will have until characters are going to level up anyway)... I don't even bother wasting my time anymore. I aim for like an average of 3 sessions because that's usually how long it takes to complete a specific "chapter" of the story, and at the end of the short chapter I level people up. And if they've fought monsters during that time, their reward for that is the treasure they get, rather than the specific XP.</p><p></p><p>It's the same way in editions previous to 4E that invariably PCs would rest for as many overnights shifts were necessary for the Cleric to cast <em>Cure Light Wounds</em> over and over and over again (either from their slots in 2E or earlier, or a wand in 3E) so that every PC got healed up almost completely before they went out adventuring again. So unless I invented or found reasons why they couldn't just rest over and over, they would start each next part of the adventure virtually full regardless. At that point, I was quite happy with 4E's evolution of healing surges (now as 5E's hit dice and long rest healing), rather than just wasting my time keeping track of wand charges or spell slots. More work to reach the inevitable same result.</p><p></p><p>I'm sure with other DM's styles they don't suffer the same results, so I can understand why something like granting XP would work. But for me, milestones are just a better mechanic for the way I run the game.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6948776, member: 7006"] I use milestone leveling for the same reason why I'm completely fine with overnight healing. Doing it the "old way" ends up giving me almost the exact same results but just with more work... so I just cut out the middleman. The game has the barest examples about determining what "roleplaying" or "quest" XP should be. Or what things are considered XP-able. Or how much any particular [I]type[/I] of roleplaying or quest is worth. They say it should be given out like an "applicable" combat encounter, but I have no real way of knowing how easy or difficult a "roleplaying" scene or "quest" should be or is meant to be, so I end up just guesstimating an amount and handing it out. "What you did tonight is worth... uh... 700?... experience points, plus an extra 345 for the monsters you killed." At that point... since I'm just choosing random numbers that seem to "make sense" based on level to give for roleplaying and quest XP (and thus am really just determining how many sessions they will have until characters are going to level up anyway)... I don't even bother wasting my time anymore. I aim for like an average of 3 sessions because that's usually how long it takes to complete a specific "chapter" of the story, and at the end of the short chapter I level people up. And if they've fought monsters during that time, their reward for that is the treasure they get, rather than the specific XP. It's the same way in editions previous to 4E that invariably PCs would rest for as many overnights shifts were necessary for the Cleric to cast [I]Cure Light Wounds[/I] over and over and over again (either from their slots in 2E or earlier, or a wand in 3E) so that every PC got healed up almost completely before they went out adventuring again. So unless I invented or found reasons why they couldn't just rest over and over, they would start each next part of the adventure virtually full regardless. At that point, I was quite happy with 4E's evolution of healing surges (now as 5E's hit dice and long rest healing), rather than just wasting my time keeping track of wand charges or spell slots. More work to reach the inevitable same result. I'm sure with other DM's styles they don't suffer the same results, so I can understand why something like granting XP would work. But for me, milestones are just a better mechanic for the way I run the game. [/QUOTE]
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