ExploderWizard
Hero
XP is so easy to fix on the fly it's hardly an issue. It will be the same as it ever was, it will be up to the group to determine what types of activities are worth the greatest rewards.
Mike's comment in the latest L&L (on monster design) has me a bit perturbed.
If 5E is supposed to be equally balanced on three pillars, can we get away from th majority of XP being earned from killing stuff? I'd much rather see the XP budget to be split for quest/accpomplishments, traps, puzzles and other activities, with combat XP taking up at most a third of the XP pie.
I've thought about this in the past, and keep running aground on situations where:There is a philosophy I would like to see in the game when it comes to XP for those who enjoy using it:
* A Section of an Adventure ("The Goal")is worth a certain amount of XP, let's say 1,000XP.
* This entails going into the dungeon and rescuing/stealing the McGuffin.
* As long as you succeed in the goal, you get the XP.
I don't think I'd ever go this extreme.You could have fought every monster there was, or evaded all of them; regardless the XP is the same.
why would he talk about traps, hazards, role-playing challenges and the like in a blog about monster design?
Yeah, but he's not writing about anything but monsters and monsters relating to encounters. Everything else is superfluous and room for confusion. Keep in simple and stick to the topic: monsters.The blog was worded in a way that made it sound the ONLY thing that granted XP was combat, because it was the only thing that expended PC resources. A "daily budget" of XP based on expected rounds of combat (or resource expenditure) - no mention of that XP budget split out for traps, hazards or other things, some of which may expend the party's resources in equipment, spells or HP to overcome).
I'd rather it be a bit more fine-tuned than that, in that I often give out half-XP or even quarter-XP for a given encounter to characters whose participation was peripheral at best, and none at all to those who did nothing and-or were off elsewhere.For my part, I use what I call an "Event System" wherein each GM/group can consider what is important to the campaign they are playing. If it is determined that a single battle constitutes an "Event" then so be it. If a mission is considered an Event then that works for that group. After a given number of Events, a character or group advances, and none of it needs to be necessarily tied to combat specifically if that isn't meant to be the focus of a campaign. It's simple and a natural evolution of the XP system meant to be more inclusive for as many styles of play as one could imagine.