▲ 698 ▼ I suppose that doesn't hurt anything... (lemmy.world) submitted 2 years ago by The_Picard_Maneuver@lemmy.world to c/rpgmemes@ttrpg.network 45 comments fedilink hide all child comments
[–] FilthyShrooms@lemmy.world 41 points 2 years ago (5 children) Ok so how much exp do I get for killing a hundred ants? permalink fedilink source hideshow 5 child comments replies: [–] Kolanaki@yiffit.net 19 points 2 years ago* (4 children) Each ant only gives you 0.0000000001 XP so multiply that by 100. permalink fedilink source parent hideshow 4 child comments replies: [–] lord_ryvan@ttrpg.network 11 points 2 years ago (3 children) Jokes aside They'd be 0 XP creatures XP should be awarded for progressing the story, the XP from CR is a helpful guideline for how much XP progressive encounters should award but killing random peasants or forest animals without progressing the story shouldn't award anything. permalink fedilink source parent hideshow 3 child comments replies: [–] Maalus@lemmy.world 5 points 2 years ago (2 children) If creatures were to award xp, then all mages' colleges wouldn't be about learning / books / spells. Intro to magic 101 would be "alright class let's slaughter us a bunch of goblins". permalink fedilink source parent hideshow 2 child comments replies: [–] yuri@pawb.social 4 points 2 years ago (1 child) that’s how goes in like every mmo i’ve ever played permalink fedilink source parent hideshow 1 child comment replies: [–] Maalus@lemmy.world 6 points 2 years ago Ye, that's the difference between pen and paper and a game. Unless it's a singleplayer experience, gating stuff behind story progress doesn't bode well with players and ends up generating less repeatable gameplay. But for pen and paper, you have a DM that can adjust on the fly. They can give out a level for a daring escape, they can give inspiration based on player behavior, they can have a talk with players and hear their expectations on how their character should perform at this stage (i.e. "we have slain a dragon, and my dude is a paladin that isn't strong enough to wear a damned shield!"). They can give magic items that introduce novel ways to play a character. A game isn't advanced enough to do that yet. permalink fedilink source parent
[–] Kolanaki@yiffit.net 19 points 2 years ago* (4 children) Each ant only gives you 0.0000000001 XP so multiply that by 100. permalink fedilink source parent hideshow 4 child comments replies: [–] lord_ryvan@ttrpg.network 11 points 2 years ago (3 children) Jokes aside They'd be 0 XP creatures XP should be awarded for progressing the story, the XP from CR is a helpful guideline for how much XP progressive encounters should award but killing random peasants or forest animals without progressing the story shouldn't award anything. permalink fedilink source parent hideshow 3 child comments replies: [–] Maalus@lemmy.world 5 points 2 years ago (2 children) If creatures were to award xp, then all mages' colleges wouldn't be about learning / books / spells. Intro to magic 101 would be "alright class let's slaughter us a bunch of goblins". permalink fedilink source parent hideshow 2 child comments replies: [–] yuri@pawb.social 4 points 2 years ago (1 child) that’s how goes in like every mmo i’ve ever played permalink fedilink source parent hideshow 1 child comment replies: [–] Maalus@lemmy.world 6 points 2 years ago Ye, that's the difference between pen and paper and a game. Unless it's a singleplayer experience, gating stuff behind story progress doesn't bode well with players and ends up generating less repeatable gameplay. But for pen and paper, you have a DM that can adjust on the fly. They can give out a level for a daring escape, they can give inspiration based on player behavior, they can have a talk with players and hear their expectations on how their character should perform at this stage (i.e. "we have slain a dragon, and my dude is a paladin that isn't strong enough to wear a damned shield!"). They can give magic items that introduce novel ways to play a character. A game isn't advanced enough to do that yet. permalink fedilink source parent
[–] lord_ryvan@ttrpg.network 11 points 2 years ago (3 children) Jokes aside They'd be 0 XP creatures XP should be awarded for progressing the story, the XP from CR is a helpful guideline for how much XP progressive encounters should award but killing random peasants or forest animals without progressing the story shouldn't award anything. permalink fedilink source parent hideshow 3 child comments replies: [–] Maalus@lemmy.world 5 points 2 years ago (2 children) If creatures were to award xp, then all mages' colleges wouldn't be about learning / books / spells. Intro to magic 101 would be "alright class let's slaughter us a bunch of goblins". permalink fedilink source parent hideshow 2 child comments replies: [–] yuri@pawb.social 4 points 2 years ago (1 child) that’s how goes in like every mmo i’ve ever played permalink fedilink source parent hideshow 1 child comment replies: [–] Maalus@lemmy.world 6 points 2 years ago Ye, that's the difference between pen and paper and a game. Unless it's a singleplayer experience, gating stuff behind story progress doesn't bode well with players and ends up generating less repeatable gameplay. But for pen and paper, you have a DM that can adjust on the fly. They can give out a level for a daring escape, they can give inspiration based on player behavior, they can have a talk with players and hear their expectations on how their character should perform at this stage (i.e. "we have slain a dragon, and my dude is a paladin that isn't strong enough to wear a damned shield!"). They can give magic items that introduce novel ways to play a character. A game isn't advanced enough to do that yet. permalink fedilink source parent
[–] Maalus@lemmy.world 5 points 2 years ago (2 children) If creatures were to award xp, then all mages' colleges wouldn't be about learning / books / spells. Intro to magic 101 would be "alright class let's slaughter us a bunch of goblins". permalink fedilink source parent hideshow 2 child comments replies: [–] yuri@pawb.social 4 points 2 years ago (1 child) that’s how goes in like every mmo i’ve ever played permalink fedilink source parent hideshow 1 child comment replies: [–] Maalus@lemmy.world 6 points 2 years ago Ye, that's the difference between pen and paper and a game. Unless it's a singleplayer experience, gating stuff behind story progress doesn't bode well with players and ends up generating less repeatable gameplay. But for pen and paper, you have a DM that can adjust on the fly. They can give out a level for a daring escape, they can give inspiration based on player behavior, they can have a talk with players and hear their expectations on how their character should perform at this stage (i.e. "we have slain a dragon, and my dude is a paladin that isn't strong enough to wear a damned shield!"). They can give magic items that introduce novel ways to play a character. A game isn't advanced enough to do that yet. permalink fedilink source parent
[–] yuri@pawb.social 4 points 2 years ago (1 child) that’s how goes in like every mmo i’ve ever played permalink fedilink source parent hideshow 1 child comment replies: [–] Maalus@lemmy.world 6 points 2 years ago Ye, that's the difference between pen and paper and a game. Unless it's a singleplayer experience, gating stuff behind story progress doesn't bode well with players and ends up generating less repeatable gameplay. But for pen and paper, you have a DM that can adjust on the fly. They can give out a level for a daring escape, they can give inspiration based on player behavior, they can have a talk with players and hear their expectations on how their character should perform at this stage (i.e. "we have slain a dragon, and my dude is a paladin that isn't strong enough to wear a damned shield!"). They can give magic items that introduce novel ways to play a character. A game isn't advanced enough to do that yet. permalink fedilink source parent
[–] Maalus@lemmy.world 6 points 2 years ago Ye, that's the difference between pen and paper and a game. Unless it's a singleplayer experience, gating stuff behind story progress doesn't bode well with players and ends up generating less repeatable gameplay. But for pen and paper, you have a DM that can adjust on the fly. They can give out a level for a daring escape, they can give inspiration based on player behavior, they can have a talk with players and hear their expectations on how their character should perform at this stage (i.e. "we have slain a dragon, and my dude is a paladin that isn't strong enough to wear a damned shield!"). They can give magic items that introduce novel ways to play a character. A game isn't advanced enough to do that yet. permalink fedilink source parent