Electricity is good. We should stop wasting it on bloated autocomplete, though.

I usually don’t like going shopping on Sunday, but it wasn’t too crowded today.

Written (game design): 271:

No XP for defeating enemies! There’s a plausible school of thought
that D&D jumped the shark when monsters became the primary source
of XP. Now the PCs always have to go through monsters, every fight
has to be carefully calibrated to be guaranteed survivable (whatever
that means in a game with readily available resurrection magic) and
easy to win, but not so easy that it’s boring. This means we need
a huge pile of standardized monsters to build the level-appropriate
encounters from, with a strong need the harder it is to make a monster
of a specific CR. (Obviously you can get some distance with reskinning
existing monsters, but that usually takes about one round for a player
to spot and start calling the reskinned monster by the original name.)

PCs also have to be standardized: if an encounter (especially in a
module or a Living Greyhawk session or some other standardized
adventure) is calibrated for five 5th-level character, it has to work
with any (non-pathological) party, regardless of their particular
histories. I’m pretty sure this is why magic items were nerfed in 4E,
level drain was abolished, all buffs and debuffs are short-term, etc:
combat strength is supposed to be based on character level and nothing
else.

Modern D&D has probably embedded the idea that all enemies must
be fought toe-to-toe in a set-piece battle too deeply to be overcome,
but we can try.

For that matter, do we need XP at all? Even if we do, it should be
Dungeon World style, where experience is what you get when you don’t get
what you want. More on that later.

Leave a Reply