Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
DrOct
May 6, 2007

My one regret is... that I have... boneitis.

fool_of_sound posted:

It's also awful. It encourages players to make super-specialists at creation, and only branch out with XP. I'm not sure I've ever seen a freeform advancement system that was actually good.

I've been pretty happy with my experience with Savage Worlds advancement system which is fairly free-form.

Adbot
ADBOT LOVES YOU

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"


Hey all, I'm finally going to run a NEXT campaign, like, for reals. So while I'm sorry to break up XP chat I was wondering:

-Are there any major rules ambiguities or fuckups that I should know about going into it? I know the math on CRs is practically nonexistent so I'll be designing encounters with a light touch at least at first.
-Are any of the adventure books any good? The Kobold Press Hoard of the Dragon Queen was okay (aside from a couple of glaring errors, no worse than most adventure supplements though) but then Rise of Tiamat starts with the characters literally whisked away to the next location by a magic raven and that's pretty atrocious. Overall it seems like some of the set pieces and scenes are cool but the links tying them together are tenuous and the overarching story is absolutely stupid - in other words, they're great to steal encounters and locations from wholesale but I"m not going to run them straight. I'm looking at the Out of the Abyss book because the Underdark is cool and I never run poo poo there, anyone have any experience with that?

Grandicap
Feb 8, 2006

hyphz posted:

Maybe a little bit, yes, if you know that.

Let's put in it terms of two games:

Game 1: I ask you questions. Whenever you get a question right, I give you some points. When you get 100 points, you win. I choose the questions and how many points you get, but I tell you them and you write them down.

Game 2: I ask you questions. Eventually I say you win or lose.

Game 1 is going to be a lot more satisfying to play, even though Game 2 could actually be Game 1 behind the scenes. Yes, in Game 1 I can be an rear end in a top hat and ask impossible questions or start giving you points 1 at a time or even fractionally but if I do, you know it, and you retain the right to call me an rear end in a top hat and walk away. In Game 2 you don't even have that - if I ask impossible questions maybe answering them wrong is part of winning, etc.

As for sessional XP not meaning that you give the players XP for doing nothing for a session, the snag with that is it means you have to define a minimum amount of progress needed for a session to count for XP purposes, which means you're actually doing progress-based or milestone XP with that amount as a unit. (There's nothing wrong with that but trying to claim you're doing session XP to try and duck that decision about a minimum - which is what most systems that do it seem to be avoiding - isn't reasonable.)

The problem with this example is that you set up the goal as getting 100 points and "winning". I am assuming you are saying that getting 100 points is the number of points to get a levelup. Why are we assuming here that the win condition of the game is a level up. The 100 points should be a tool to do what you actually want to do, not the end goal in and of themselves.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

Radio Talmudist posted:

It's astounding the sort of behavior GMs and players tolerate. I guess the Geek Social Fallacies are real.

GSF is very over-cited and over-emphasized IMO. RPG dynamics are like a club. The internal hierarchy usually has the GM at the top, the Club President position. Whenever someone refers to a campaign as "my campaign" what they are actually saying is "we've organized ourselves into a hierarchy and I'm at the top position"

The interpersonal dynamics are compounded by the fact that RPGs are a club where the participants are generally "real" friends outside of the game and so you aren't running an activity purely on the basis of interests. This also introduces complications. There are outside social ties to consider and this is enough to complicate any situation, not just one that involves "geeks".

And there's the other part which is that most of the participants in a game don't actually know the club's purpose. They know that they are there to participate in a social game of some sort, and the storytelling roots of RPGs have deep, deep cultural and neurological foundations. But that's often not enough to understand how and why they work, or what the group is trying to accomplish. To put it another way, just because you enjoy stories doesn't mean you're capable of authoring a good one, and RPGs put EVERY PLAYER in various positions of authorship.

So the result is, alot of the time, a very tumultuous complicated interpersonal clusterfuck. It's not because "geek subscribe to bad axioms".

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben

JackMann posted:

Aside from the idiot mentioned earlier, most people play the games because they want to go out and do cool stuff. Sitting around doing nothing isn't cool stuff. If your players are sitting around doing nothing, then it's time to stop playing, sit everyone down, and talk about what sort of game they actually want to play.

It's like, I can see where you feel you need to set a minimum amount, but I've also never seen a group where that was actually a problem. Most groups default to "go out and do cool stuff." The only reason they get stymied is when they can't figure out what they should do. I've never seen it be a problem where they don't want to do anything.

In D&D, and certainly at low level in 5e, cool stuff is also dangerous stuff with a high chance of dying to the dice. Levelling up reduces that chance, and if the only way to work towards leveling up is to kill session time, that's what players are being encouraged to do. They might or might not actually do it but it's still pretty awkward.

Generic Octopus
Mar 27, 2010

hyphz posted:

In D&D, and certainly at low level in 5e, cool stuff is also dangerous stuff with a high chance of dying to the dice. Levelling up reduces that chance, and if the only way to work towards leveling up is to kill session time, that's what players are being encouraged to do. They might or might not actually do it but it's still pretty awkward.

One of the main advantages of a ttrpg is that you don't have to wait around/grind like in a video game. If everyone at the table is saying "we just gonna kill the clock til we're level X"...then just write level X on the sheets and move on?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Ryoshi posted:

-Are there any major rules ambiguities or fuckups that I should know about going into it? I know the math on CRs is practically nonexistent so I'll be designing encounters with a light touch at least at first.

Maintain Short Rests every 2 encounters. I'd make this ironclad if at all possible.

Remember to dole out Inspiration.

You'll probably want to disentangle skills proficiencies from ability scores, or you'll run into the old "Strong Fighter can't intimidate a dude via his swoleness because intimidate is linked to CHA" problem.

Besides that, if you're already an old hand at RPGs, just play it straight and anything you want to houserule will just emerge from your own table's idiosyncrasies.

Ryoshi posted:

- in other words, they're great to steal encounters and locations from wholesale but I"m not going to run them straight. I'm looking at the Out of the Abyss book because the Underdark is cool and I never run poo poo there, anyone have any experience with that?

Out of the Abyss has a bunch of neat setpieces you can lift. Its biggest weakness is that it doesn't have a big picture overview that tells the DM what's really going on and summarizes the overall adventure. If you're not running it straight that might be okay, but you still need to read most of the book before getting how it all fits together

RPZip
Feb 6, 2009

WORDS IN THE HEART
CANNOT BE TAKEN

Vanguard Warden posted:

I've talked to another member of my group about this, and he mentioned that one of the things he disliked about 4e was that "the orcs would just level up with you", and that he didn't like the way that felt. I don't actually know if that's a valid account of things, and I'm not sure that the orcs leveling up would be a bad thing, but it seemed like something worth considering.

I can understand that fighting a particular enemy type, going through a bunch of character growth, then coming back to stomp all over that enemy type (likely in much larger numbers) can be a neat experience, but it's also a huge hassle to deal with mechanically. Expected HP or damage is super easy to account for, but chance to hit and expected AC values can tend to compound that, making lower-difficulty enemies exponentially weaker without even trying to account for players getting more complicated character features as they progress. To even remotely challenge the party with enemies like that, you have to flood the board with them, until the fight becomes a logistical nightmare.

Somehow nobody mentioned this, but 4e actually had a fairly elegant system for this. Instead of upleveling the orcs, after they become trivial you just convert them into minions. It's now easy to run a horde of them without it being a total logistical nightmare, they still have some relevance to fights, but the players get to feel great when they can kick a formerly difficult fight in the face and watch it crumple in front of their new power.

Games like DMC often did something similar, where you'd fight (depowered) versions of earlier bosses as normal enemies later in the game, and that always felt great to plow through something that had been a difficult fight early on. It's a fun thing to give your players the chance to do in TTRPGs too, so long as there's mechanics to make it not a total shitshow. Minions are that mechanic.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer

hyphz posted:

In D&D, and certainly at low level in 5e, cool stuff is also dangerous stuff with a high chance of dying to the dice. Levelling up reduces that chance, and if the only way to work towards leveling up is to kill session time, that's what players are being encouraged to do. They might or might not actually do it but it's still pretty awkward.

If they literally just sit there and refuse to do anything all session, why would they level up? They've not done anything, they've not moved the story forward, they've not developed the characters, they've just sat there being boring. Unless you've got some set-in-stone rule of "Characters always level up every other session" that makes people throw tantrums if it's broken, why the hell would that situation ever occur?

Who the hell goes to play a game and then refuses to play it?

Smash it Smash hit
Dec 30, 2009

prettay, prettay
I really like the idea of slot levels per hour. Like you get an 8 hour long rest but you can only recharge slots one at a time. Oh you used your level 7 spell that day? Well you can only get that back and a level 1 not all the 3/4s you casted.

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben

goatface posted:

If they literally just sit there and refuse to do anything all session, why would they level up? They've not done anything, they've not moved the story forward, they've not developed the characters, they've just sat there being boring. Unless you've got some set-in-stone rule of "Characters always level up every other session" that makes people throw tantrums if it's broken, why the hell would that situation ever occur?

Who the hell goes to play a game and then refuses to play it?

Nobody. But if they wouldn't level by doing nothing then.. why not explicitly give them the XP for the things they do rather than the passage of the session?

Mr Beens
Dec 2, 2006

RPZip posted:

Somehow nobody mentioned this, but 4e actually had a fairly elegant system for this. Instead of upleveling the orcs, after they become trivial you just convert them into minions. It's now easy to run a horde of them without it being a total logistical nightmare, they still have some relevance to fights, but the players get to feel great when they can kick a formerly difficult fight in the face and watch it crumple in front of their new power.

Games like DMC often did something similar, where you'd fight (depowered) versions of earlier bosses as normal enemies later in the game, and that always felt great to plow through something that had been a difficult fight early on. It's a fun thing to give your players the chance to do in TTRPGs too, so long as there's mechanics to make it not a total shitshow. Minions are that mechanic.

Yeah was going to post this. To expand, in 4th you can also go up and down the scale.

Big scary orc chieftain - solo
Players level up
Hard orcs - couple of elites
Players level up
Gang of orcs - normal orcs
Players level up
Tribe of orcs - load of minions
Players level up
Army of orcs - swarms

Mix in versions from up and down the scale to expand your range . You can be fighting orcs for 10+ levels if you want when you take into consideration things like spell caster versions, mounted versions etc.

Too add to the exp talk, we dropped tracking exp ages ago too. We just level when appropriate to the adventure - sometimes we know in advance (complete this goal you level up) sometimes it's hidden. It lets us gently caress about and go off on tangents without the dm having to redo planned encounters because we killed 2 extra goblins and levelled up and gained abilities to trivialize content.
Also saves a gently caress ton of bookkeeping and fiddly arguments about seeking out exp for every little action.

I don't however like using "session" as a measuring metric for anything, exp or recharging powers etc. Our sessions last anything from 2 hours to 14 hours, plus we sometimes have a session dicking around and don't really achieve anything, get a poo poo load done, or end the session right in the middle of something.

Mr Beens fucked around with this message at 19:44 on Nov 24, 2015

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"


gradenko_2000 posted:

Maintain Short Rests every 2 encounters. I'd make this ironclad if at all possible.

What's the danger here if I don't, I don't have the DMG or PHB at hand right now?


quote:

You'll probably want to disentangle skills proficiencies from ability scores, or you'll run into the old "Strong Fighter can't intimidate a dude via his swoleness because intimidate is linked to CHA" problem.
I've been instinctively doing this since forever - "oh, you're brandishing your sword at him? Then it's Intimidate(STR)". Is this actually illegal RAW in 5th?


quote:

Out of the Abyss has a bunch of neat setpieces you can lift. Its biggest weakness is that it doesn't have a big picture overview that tells the DM what's really going on and summarizes the overall adventure. If you're not running it straight that might be okay, but you still need to read most of the book before getting how it all fits together

This sounds like it'll fit my DMing style like a glove.

Mr Beens
Dec 2, 2006

hyphz posted:

Nobody. But if they wouldn't level by doing nothing then.. why not explicitly give them the XP for the things they do rather than the passage of the session?

You are the one creating this situation where a group doesn't track exp and just sits their characters down doing nothing to gain free level ups. In reality this won't happen , but if it does you have bigger problems as you are gaming with idiots.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Ryoshi posted:

What's the danger here if I don't, I don't have the DMG or PHB at hand right now?

I've been instinctively doing this since forever - "oh, you're brandishing your sword at him? Then it's Intimidate(STR)". Is this actually illegal RAW in 5th?


This sounds like it'll fit my DMing style like a glove.

Not giving out Short Rests that often will screw over certain classes on their resources, and everyone on their healing.

Separating skills from ability scores is an officially recognized variant rule, but isn't technically RAW

Kibner
Oct 21, 2008

Acguy Supremacy

Ryoshi posted:

What's the danger here if I don't, I don't have the DMG or PHB at hand right now?

It's the only way to get some semblance of balance among the various player classes. They setup things to adhere to a pattern of a short rest after every second combat and a long rest after every eighth.

It's still not a good balance, but it's about as good as you will do without homebrew rules.

Generic Octopus
Mar 27, 2010

Ryoshi posted:

What's the danger here if I don't, I don't have the DMG or PHB at hand right now?

Some classes have abilities that require short rests to regain, so it sucks poo poo if you don't get them reliably.

hyphz posted:

Nobody. But if they wouldn't level by doing nothing then.. why not explicitly give them the XP for the things they do rather than the passage of the session?

Because it's tedious and ultimately pointless bookkeeping. Like, you seem to be operating on the assumption that a "level up every session" table means some rear end could waddle up and say "heh, then my fighter just drinks at the bar til he's level 2 :smug:", when that's really not the case.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

hyphz posted:

Nobody. But if they wouldn't level by doing nothing then.. why not explicitly give them the XP for the things they do rather than the passage of the session?

Because it's fiddly and annoying.

You also are restricted on what and how many encounters you can throw at the party because you need them to be at a certain level of power at certain points of the plot for them to succeed. When characters level up at the speed of plot, then it's easy to ensure that they're appropriately kitted out for the challenges they're supposed to be facing.

dwarf74
Sep 2, 2012



Buglord

hyphz posted:

Nobody. But if they wouldn't level by doing nothing then.. why not explicitly give them the XP for the things they do rather than the passage of the session?
Because it is nothing but additional bookkeeping.

It's easy enough to set goals, too. "The party hits 4th level when they reach the Temple and 5th when they defeat the Bonelord." This is how my games work. There's level ups at narrative milestones.

A Single Sphink
Feb 10, 2004

COMICS CRIMINAL

I wanna fight this Bonelord.

And "level up every session" has always meant "level up every session if you accomplish something," you are being needlessly obtuse about this.

Gerdalti
May 24, 2003

SPOON!
I think the problem here is the use of "session" vs "milestone". No one would ever run a game and level up per session, especially if no one does anything. I mean, maybe there are DM's out there that lovely. Milestones on the other hand makes perfect sense and is the correct way to do it.

Maybe the group in question actually completes an appropriate milestone per session. I could see that with people aged 15-25 who don't have kids and houses and jobs yet.

Let's stop nitpicking and get back to properly dissecting how terrible WotC and 5e are!

DrOct
May 6, 2007

My one regret is... that I have... boneitis.

Ryoshi posted:


I've been instinctively doing this since forever - "oh, you're brandishing your sword at him? Then it's Intimidate(STR)". Is this actually illegal RAW in 5th?


As far as I recall using "off-brand" abilities with skills is an optional rule somewhere or other, it's at least addressed at some point in the books as something you can do. (And is definitely something I endorse).

cheetah7071
Oct 20, 2010

honk honk
College Slice
I run levelup/session but my players aren't lovely and recognize that the goal of the game isn't to levelup, but to accomplish goals within the game universe, so it doesn't cause problems. Maybe get better players???

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"


cheetah7071 posted:

I run levelup/session but my players aren't lovely and recognize that the goal of the game isn't to levelup, but to accomplish goals within the game universe, so it doesn't cause problems. Maybe get better players???

That hypothetical(?) player that sits around all session obviously just wants to feel smug and clever about something - tell them that they can't get XP for just dicking around at the pub until the end of the session (or alternatively coming up with obtuse ways to farm rats or whatever, unless it's a sandbox campaign explicitly designed around that kind of thing). Then to keep them engaged when they're actually out adventuring throw in a puzzle with a few solutions, they're sure to come up with a really obscure and overengineered "solution" that will give them the same feeling of smug superiority in their game about pretending to be an elf.

Tailor to your players.

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben

Generic Octopus posted:

Because it's tedious and ultimately pointless bookkeeping. Like, you seem to be operating on the assumption that a "level up every session" table means some rear end could waddle up and say "heh, then my fighter just drinks at the bar til he's level 2 :smug:", when that's really not the case.

If taken literally it does. Yes, it's stupid to take it literally, but if not taken literally it means you're actually awarding XP for activity and just ducking deciding how much activity is necessary. I do find this happens often in RPGs and RPG rulebooks - where terms are given that it'd be stupid to take literally but if you don't you decide major system things in the interpretation.

How about the converse? The players have a really good session, get twice as far ahead as intended, and then find themselves underlevel for the plot? Yes, you can give them multiple levels to compensate, but then you're doing milestones rather than sessions.

Andrast
Apr 21, 2010


hyphz posted:

If taken literally it does. Yes, it's stupid to take it literally, but if not taken literally it means you're actually awarding XP for activity and just ducking deciding how much activity is necessary. I do find this happens often in RPGs and RPG rulebooks - where terms are given that it'd be stupid to take literally but if you don't you decide major system things in the interpretation.

How about the converse? The players have a really good session, get twice as far ahead as intended, and then find themselves underlevel for the plot? Yes, you can give them multiple levels to compensate, but then you're doing milestones rather than sessions.

Why are you so hung up on this "level once per session" thing when it's just an example someone used?

Generic Octopus
Mar 27, 2010

hyphz posted:

If taken literally it does. Yes, it's stupid to take it literally, but if not taken literally it means you're actually awarding XP for activity and just ducking deciding how much activity is necessary. I do find this happens often in RPGs and RPG rulebooks - where terms are given that it'd be stupid to take literally but if you don't you decide major system things in the interpretation.

How about the converse? The players have a really good session, get twice as far ahead as intended, and then find themselves underlevel for the plot? Yes, you can give them multiple levels to compensate, but then you're doing milestones rather than sessions.

I mean at this point you're arguing semantics. Everyone who's said they level up every session or every other session has done so with the unspoken assumption that things happen in the session because who on earth would sit around a table for 4-5 hours doing nothing.

IT BEGINS
Jan 15, 2009

I don't know how to make analogies

hyphz posted:

How about the converse? The players have a really good session, get twice as far ahead as intended, and then find themselves underlevel for the plot? Yes, you can give them multiple levels to compensate, but then you're doing milestones rather than sessions.

Then you loving give them multiple levels. No one is hung up on how much to award. The point is to award how much is appropriate without dicking around with an actual XP bar because that poo poo doesn't matter. Why are you so hung up on this hypothetical insane DM that only ever awards a level every other session and lets the characters gently caress off to a bar instead of play the game?

Nihilarian
Oct 2, 2013


hyphz posted:

If taken literally it does. Yes, it's stupid to take it literally, but if not taken literally it means you're actually awarding XP for activity and just ducking deciding how much activity is necessary. I do find this happens often in RPGs and RPG rulebooks - where terms are given that it'd be stupid to take literally but if you don't you decide major system things in the interpretation.

How about the converse? The players have a really good session, get twice as far ahead as intended, and then find themselves underlevel for the plot? Yes, you can give them multiple levels to compensate, but then you're doing milestones rather than sessions.
I level them up twice then? What's the holdup here?

Mendrian
Jan 6, 2013

hyphz posted:

If taken literally it does. Yes, it's stupid to take it literally, but if not taken literally it means you're actually awarding XP for activity and just ducking deciding how much activity is necessary. I do find this happens often in RPGs and RPG rulebooks - where terms are given that it'd be stupid to take literally but if you don't you decide major system things in the interpretation.

How about the converse? The players have a really good session, get twice as far ahead as intended, and then find themselves underlevel for the plot? Yes, you can give them multiple levels to compensate, but then you're doing milestones rather than sessions.

This isn't difficult.

To talk about the player who says he'll do as little as possible to level up - is this a real person? I ask because he sounds like a rhetorical construct and not a real person. "I sip wine until I'm level 20" would be problematic in any group because he's deliberately separating himself from the party and not participating in order to gain levels, which is ironic, because the only reason to gain levels is to challenge stronger foes.

Aside from that though there are a million ways to reward players with levels and have it not feel arbitrary. Use specific (explicit or not) story milestones. Use boss encounters. Use X number of encounters. The point is that XP is at least as stupid and arbitrary and probably a lot more so.

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"


Discrete XP tracking doesn't even work well in a game with solid math backing up the threats, in NEXT it's an absolute loving joke because of how poorly CR is handled. If you're handing out a measly 100XP after the level 1 party kills a Magmin, which is a CR 1/2 despite igniting enemies with every successful hit and detonating in an unblockable AoE when they die, you are probably not a very good DM.

Nihilarian
Oct 2, 2013


Does 5e have that rule where you can't gain enough exp to level up twice?

dwarf74
Sep 2, 2012



Buglord

hyphz posted:

Yes, you can give them multiple levels to compensate, but then you're doing milestones rather than sessions.
... and this is important because...?

Either way you're not tracking xp.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
If I was doing the xp tracking thing, I'd probably enforce the old rules of levelling up taking time and training that you need long periods of downtime for.

Elector_Nerdlingen
Sep 27, 2004



hyphz posted:

Maybe a little bit, yes, if you know that.

Let's put in it terms of two games:

Game 1: I ask you questions. Whenever you get a question right, I give you some points. When you get 100 points, you win. I choose the questions and how many points you get, but I tell you them and you write them down.

Game 2: I ask you questions. Eventually I say you win or lose.

Game 1 is going to be a lot more satisfying to play, even though Game 2 could actually be Game 1 behind the scenes. Yes, in Game 1 I can be an rear end in a top hat and ask impossible questions or start giving you points 1 at a time or even fractionally but if I do, you know it, and you retain the right to call me an rear end in a top hat and walk away. In Game 2 you don't even have that - if I ask impossible questions maybe answering them wrong is part of winning, etc.

If you're trying to make an analogy to D&D, there needs be a set of rules about what questions you should be asking at different stages of the game, how many points those questions are worth, how many questions get asked before the next thing happens, etc, all of which means your Game 2 scenario simply doesn't happen.

Try this instead:

Game 1: You are asked questions out of a book of appropriate questions for various stages of the game. You get some number of points per correct answer, and there are guidelines saying that questions are worth, on average, 10 points and that this stage of the game should not involve questions easier than 8 points or harder than 12 points. There are guidelines saying that questions are worth, on average, 10 points. When you accumulate 100 points, the questions get harder, but you get a little more ability to look stuff up before you have to answer.

Game 2: You are asked questions out of a book of appropriate questions for various stages of the game. There are guidelines (same as above) which show you which questions are currently appropriate. You can see how many questions you have answered correctly. When you have answered 10 questions correctly, the questions get harder, but you get a little more ability to look stuff up before you have to answer.

In either game, to keep the analogy working, you will sometimes be shown a question that you can't currently answer (a dragon). The Question Asker in either game needs to make it clear that this is not a question you can currently answer, but rather an example of the questions that you will be asked later on when you've unlocked the ability to use google.

Just so this is clear to you, neither scenario allows for you to refuse to answer any questions until 1,000 questions have been asked and google unlocks.

Elector_Nerdlingen fucked around with this message at 22:51 on Nov 24, 2015

Mendrian
Jan 6, 2013

The pure gametheory approach to XP only works if you assume that every action requires a reward. XP isn't actually an award, but rather a promise or timer that checks how quickly the next 'real' award is going to arrive. Assuming that a hypothetical player requires an XP reward to participate in the game is stupid because DnD already fails to incentivize stuff that's pretty essential to the roleplaying experience. Better give XP awards for conversations or players won't bother. Puzzles? Hope it's got an XP award. Shopping? Should probably have XP involved somehow. Intraparty negotiation? XP for bothering to get along with each other. Etc.

The reason why you don't need to do that is the activity is intrinsically rewarding. It feels good to get information from NPCs or to develop new character arcs or to get to the bottom of a nagging conundrum.

The trivia analogy also breaks down in practice. Clearly you have never popped open a box of Trivial Pursuit questions and just dug through it with some buddies and a few beers if you think you need to track points to have fun. In much the same way 'ad-hoc trivia' is fun if you're more invested in seeing what you can answer or learn than you are in winning.

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"


Welp my players want to be a Dragonborn rogue, a Half-Orc warlock, and a bard of undetermined race.

:iia:

Skellybones
May 31, 2011




Fun Shoe

Ryoshi posted:

Hey all, I'm finally going to run a NEXT campaign, like, for reals. So while I'm sorry to break up XP chat I was wondering:

-Are there any major rules ambiguities or fuckups that I should know about going into it? I know the math on CRs is practically nonexistent so I'll be designing encounters with a light touch at least at first.

A popular suggestion to keep low level characters from being one-shotted by anything and everything is to give everyone an extra bit of HP at level one. Either a flat bonus or their Constitution score (so a 16 Con fighter would have 10+3+16 HP and then gain HP normally)

GrizzlyCow
May 30, 2011

ProfessorCirno posted:

Counting XP works when XP is a currency, when classes level at different times, or when you run a sandbox. Hth.

Short and simple. I like it.



So, uh, how many of ya'll seen people use the XP system in modern D&D games? For the d20 games, I haven't met a single person who tried to track XP for more than 2-3 sessions before saying gently caress it. It's certainly not the worst part of D&D, but I never met anyone who actually liked the system for this type of game.

Adbot
ADBOT LOVES YOU

Spiteski
Aug 27, 2013



GrizzlyCow posted:

Short and simple. I like it.



So, uh, how many of ya'll seen people use the XP system in modern D&D games? For the d20 games, I haven't met a single person who tried to track XP for more than 2-3 sessions before saying gently caress it. It's certainly not the worst part of D&D, but I never met anyone who actually liked the system for this type of game.

I use a VTT, which makes tracking a non-issue, and also gives me control over when and where to award XP so I have a fair idea of if I am about to level anyone too early. I can understand it being a huge headache and if we weren't using a VTT to track it, I would probably use milestone or pretend XP

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply