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Switch to Forum Live View How to handle XP: Modules
10 months ago  ::  Aug 10, 2012 - 9:58PM #11
Dragonspirited
Date Joined: Feb 1, 2012
Posts: 120


One major aspect to consider for XP is variable XP per level, and that ties specifically into whether XP can be spent (such as to create magic items) and what the costs for character death or rotation will be in term XP.  I certainly don't want it assumed that all player characters will always be of equal level.
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10 months ago  ::  Aug 10, 2012 - 10:01PM #12
MechaPilot
Date Joined: Oct 5, 2007
Posts: 9,372

Aug 10, 2012 -- 9:58PM, Dragonspirited wrote:



One major aspect to consider for XP is variable XP per level, and that ties specifically into whether XP can be spent (such as to create magic items) and what the costs for character death or rotation will be in term XP.  I certainly don't want it assumed that all player characters will always be of equal level.



My understanding is that they're not using that assumption, and that is why they went with xp to measure the adventure day instead of some kind of encounter level mechanic.  I also recall either one of the articles or one of the poscasts, I can't recall which one off the top of my head, that mentioned characters of different levels in the same party.

Why Mechanics-Alignment Integration is Bad Show

Mar 4, 2012 -- 5:04PM, MechaPilot wrote:

Mar 4, 2012 -- 3:46PM, Warrant wrote:

so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.


Really?  So it goes something like this?

Fighter: "I want to be a paladin."
NPC: "Really?"
Fighter: "Yes."
NPC: "Very well."  Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?"
Fighter: "I do."
NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?"
Fighter: "What?"
NPC: "I don't know what it means either."
Fighter: "Oh.  Umm, ok I do."
NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics."
Fighter: "These what?"
NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."


taking an argument too far Show

Apr 16, 2012 -- 9:27PM, Frostball wrote:

So the system is designed such that every single hit needs to be described to avoid confusion?  Here's a scenario.  The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land.  They are naked and they fight drakes taking damage throughout, but healing up with surges.  Later they meet the guy who raised the drakes.

Part 1:  I didn't describe any of the hits.  What does he see?

Part 2:  Lets say I described the drakes as biting the players, yet they healed up.  What does he see?



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10 months ago  ::  Aug 11, 2012 - 2:58PM #13
ArjenL
Date Joined: Oct 27, 2007
Posts: 250

Aug 10, 2012 -- 9:49PM, MechaPilot wrote:

Aug 10, 2012 -- 8:19AM, ArjenL wrote:

So the question is; should there be a Core xp-system and if so which and if not how should the xp values of monsters be added to monster stats and magic item (if at all)?



There is really one thing at the moment that prevents them and us from kicking XP out of the core so that it is solely modular: the adventure day.  Right now the adventure day is based on xp at a given character level, with monsters having assigned amounts of XP given.  In order to relegate xp to module status, they'd have to come up with a new way of measuring the adventure day.




Rereading my post I think I wasn't clear enough. I'm sure xp will be in core but I wonder which xp system will be core. The thing is, how D&D is played by people new to the hobby is influenced by how xp is given. DM's, especially new ones, should be provided with the knowledge on how giving xp will influence the campaign. It's not only about pitfalls but also about incentives.

Take an encounter where the party has to open a gate that is guarded by monsters (also suppose this isn't an event that happens but is something the party foresees and can plan for).. Take one scenario where PC's get xp for monsters defeated and maybe a quest bonus for opening the gate, a scenario where only xp is given for opening the gate or where no xp is given and the opening of the gate is part of ungoing story. I think that, in most D&D groups, the scenario will be approached differently depending on how xp is given.

The way xp's are given (or not given) will also mitigate or worsen "problems" like "murder hobos", munchkinism, 5MWD, powerplaying, showcasing, DM favoritism etc.. Like I said before, with the different systems being presented as "core" in the last 30+ years there should be enough knowledge on how these systems influence the game and what message you want convew abou the game by choosing one of these systems as core or default.

My idea would be to advice all DM's to consider to choose the xp system according to which adventure your running and to change systems within a campaugn when necessary. Why not have a megadungeon campaign with low xp for monsters but xp for treasure interrupted by a chapter based xp system for a mystery whodunit sidetrek. As long as you as DM are clear about it (maybe a bit too metagamy for some, I admit) it should work wonderfully.



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