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XP Unhappiness
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<blockquote data-quote="Stormonu" data-source="post: 5976490" data-attributes="member: 52734"><p>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).</p><p></p><p>To my thinking, if you have 600 XP to spend on things the players will encounter that make them burn resources, at the least a pit trap (or dart trap) should certainly pull from that pool for its potential to use up spells like detect traps, dealing hp damage or using up the rogues gear to disable or bypass it. </p><p></p><p>And if your designing an adventure, why wouldn't you want to account for story and other awards that may affect the PCs levelgains by its end? Even though the blog is primarily about monsters and allocating budgets for fights, at least a nod to XP coming from elsewhere would be nice.</p><p></p><p>I guess I'm just frustrated that it seems like all these articles are blatently ignoring the other two pillars to focus on the combat aspects of the game. For example, in the minotaur's development, what abilities does it have that speak to it's place in the other two pillars - such as its old ability to never be lost in a maze?</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5976490, member: 52734"] 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). To my thinking, if you have 600 XP to spend on things the players will encounter that make them burn resources, at the least a pit trap (or dart trap) should certainly pull from that pool for its potential to use up spells like detect traps, dealing hp damage or using up the rogues gear to disable or bypass it. And if your designing an adventure, why wouldn't you want to account for story and other awards that may affect the PCs levelgains by its end? Even though the blog is primarily about monsters and allocating budgets for fights, at least a nod to XP coming from elsewhere would be nice. I guess I'm just frustrated that it seems like all these articles are blatently ignoring the other two pillars to focus on the combat aspects of the game. For example, in the minotaur's development, what abilities does it have that speak to it's place in the other two pillars - such as its old ability to never be lost in a maze? [/QUOTE]
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