deanruel87 wrote:In fact you don't actually gain xp in D&D for accomplishing objectives or goals you gain xp for murdering people of roughly equal level.
As I cited in my full post, it depends on the edition. XP for gold, for killing fauna, for winning encounters, etc were valid methods through different editions.
So yes Wizards do have to wizard at problems to level up.
Nope. Im playing a D&D game right now where we acquired XP last session by simply robbing a goblin stash clean without no one noticing, and the wizard in the group didnt have to throw a single spell.
DSMatticus wrote:You're being stupid again. Remember: you get the same experience for defeating a CR 8 encounter however you do it.
Emphasis mine. You just corroborate with my point. Yes, XP is gained by reaching the objective
however you do it. While XP in BRP/RQ/Pendragon is gained by actually using the related skill. The difference is obvious.
Again, you need to get this through your skull: by not rewarding characters for behaving in a specific way and instead rewarding characters for accomplishment
Youre getting drowned in your own argument. D&D always rewarded behaviors. Any reward system reward behaviors whatever the game, be it RPGs, a boardgames or a videogames. Ie: by dictating that acquiring gold and killing fauna inside dungeons is worth XP, OD&D incentives the group to behave like tomb raiders. Further, by dictating that acquiring gold is at least twice as profitable as killing fauna, and making low level survival difficulty, OD&D incentives the group to focus on getting the gold and avoid as many fights as possible.
D&D rewards you for using your character-defining strengths. You can choose not to use your character-defining strengths, but then you will fail more and you won't get as much experience.
Yes and no. See above. It will depend on edition and situation. In my current group, the most optimal way for acquiring gold is having both the fighter and wizard not acting at all, because if they do act, it means we entered a fight and the chances someone will get hurt/killed and the remaining characters must run away without getting gold (XP) is high. So, when only the Thief is acting (with the group support) our chances to gain XP are maximized.
There are editions that incentives more the use of each niches capabilities, in special those encounters-oriented. But even in those, its arguable if the use of those capabilities is really obligatory. Ie: while the GM can prepare an encounter considering how the wizard will deal with it, the group could tackle that obstacle in another way totally different from what the GM projected.
In contrast, by rewarding characters for behaving in as many ways as possible, use-advancement systems punish you for using your character-defining strengths. You can choose to use your character-defining strengths, but then you won't get as much advancement (and will fail at more tasks in the future).
True. This kind of reward system incentives players to take on a generalist approach, since they optimize their chance to improve the more skills they use.
But I put the following question:
What use it is for a warrior to raise its magical or healing or scouting skills if there are already other characters in the group that occupy those niches ? I mean, in a single player game (only 1 player and the GM) it makes sense, but in a group where each characters fills a different functional niche, whats the point in trying to get generalist ?
