Nope, not at all. Just providing a stark contrast.Rich H wrote:I don't think anyone has suggested that here, have they?PaulButler wrote:Perfectly defining XP awards based on monsters killed or objectives reached? That's the old school D&D way.
That way lies madness.
I don't think I've adopted house rules. I've just chosen to utilize the "bonus" XP rules as I have interpreted them. The tone of the writing certainly seems to suggest that they are optional bonuses to be applied at the LM's discretion and not simply points that should be tacked on at the end of every adventure. (At the very least, they indicate some wiggle room with the specific quantity awarded in this manner.) I have definitely occasionally tweaked the 1XP per session rule based on extra long or extra short sessions.PaulButler wrote:It will also eliminate the problems so many others see as potentially game spoiling for them, as discussed over here: viewtopic.php?f=7&t=1021
Rich H wrote: Absolutely. That's exactly my point, you've adopted some rules not really as per the RAW for XP advancement. Most others haven't, they've followed the RAW, which is why this thread and the one you've linked to above are discussing such issues. If the RAW would have been a little more defined, offered some more detailed advice, or been thought out and executed as I've described I don't think people would be having the issues they now have. I'm not saying it would have solved the problem, but it would have alleviated it somewhat.
Others may not read the rules that way. To your point, they seem to have been interpreted differently by many. *shrug* YMMV.
My point was simply that I think an RPG, by nature of being an RPG, should be open to a bit of pushing and pulling concerning rules. It's the nature of the medium. That GM screen isn't there to hide stats from players after all, it's there to lie about dice rolls as needed to provide the best experience and story for your players. Though of course I realize that not everyone feels the same way.