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	<title>
	Comments on: UA: Three-Pillar Experience Breakdown	</title>
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	<link>https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/</link>
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		<title>
		By: Alex Mitchell		</title>
		<link>https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3522</link>

		<dc:creator><![CDATA[Alex Mitchell]]></dc:creator>
		<pubDate>Fri, 11 Aug 2017 14:26:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20906#comment-3522</guid>

					<description><![CDATA[My instinct on this (without having run it), is that many DMs could use a bit more guidance in the new areas of social and exploration XP. Also, rather than define XP amounts by the importance of NPCs or relative &quot;grandness&quot; of items or location, etc.-- why not focus on the relative challenge that they presented? It&#039;s easy to convince a head of state to back you if they&#039;re friendly, but much harder if they&#039;re hostile. Likewise, why should a fortune inherited be worth more than a sack of treasure stolen in a daring heist? I&#039;d like a more meaningful system that gives DMs clear (if necessarily subjective) guidelines to identify and quantify the relative challenge of social/combat/exploration feats of adventuring.]]></description>
			<content:encoded><![CDATA[<p>My instinct on this (without having run it), is that many DMs could use a bit more guidance in the new areas of social and exploration XP. Also, rather than define XP amounts by the importance of NPCs or relative &#8220;grandness&#8221; of items or location, etc.&#8211; why not focus on the relative challenge that they presented? It&#8217;s easy to convince a head of state to back you if they&#8217;re friendly, but much harder if they&#8217;re hostile. Likewise, why should a fortune inherited be worth more than a sack of treasure stolen in a daring heist? I&#8217;d like a more meaningful system that gives DMs clear (if necessarily subjective) guidelines to identify and quantify the relative challenge of social/combat/exploration feats of adventuring.</p>
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		<title>
		By: crimfan		</title>
		<link>https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3516</link>

		<dc:creator><![CDATA[crimfan]]></dc:creator>
		<pubDate>Wed, 09 Aug 2017 17:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20906#comment-3516</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3508&quot;&gt;Dave(s) 4 Goombella&lt;/a&gt;.

It can, though there are some notable differences. Just upgunning some lower level critters does help make them survive and be threatening enough

For example, I upgunned some goblins to make them have 16 hit points, two missile attacks with a +7 bonus, magic resistance, and decent AC. They made good fight extras in a bigger fight. They were threatening enough that they&#039;d cause a character to spend a round or two dealing with them or else suffer the missile barrage. Four of them seasoned up a fight with other bigger threats nicely.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3508">Dave(s) 4 Goombella</a>.</p>
<p>It can, though there are some notable differences. Just upgunning some lower level critters does help make them survive and be threatening enough</p>
<p>For example, I upgunned some goblins to make them have 16 hit points, two missile attacks with a +7 bonus, magic resistance, and decent AC. They made good fight extras in a bigger fight. They were threatening enough that they&#8217;d cause a character to spend a round or two dealing with them or else suffer the missile barrage. Four of them seasoned up a fight with other bigger threats nicely.</p>
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		<title>
		By: Brandes Stoddard		</title>
		<link>https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3510</link>

		<dc:creator><![CDATA[Brandes Stoddard]]></dc:creator>
		<pubDate>Tue, 08 Aug 2017 16:40:00 +0000</pubDate>
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					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3509&quot;&gt;Colin McLaughlin&lt;/a&gt;.

Turns out I remembered exactly nothing about how Mass Effect 1 or 2 XP works. ;)]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3509">Colin McLaughlin</a>.</p>
<p>Turns out I remembered exactly nothing about how Mass Effect 1 or 2 XP works. 😉</p>
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		<title>
		By: Colin McLaughlin		</title>
		<link>https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3509</link>

		<dc:creator><![CDATA[Colin McLaughlin]]></dc:creator>
		<pubDate>Tue, 08 Aug 2017 16:30:00 +0000</pubDate>
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					<description><![CDATA[It tickles me the models for xp are basically Mass Effect 1 vs. Mass Effect 2 :)]]></description>
			<content:encoded><![CDATA[<p>It tickles me the models for xp are basically Mass Effect 1 vs. Mass Effect 2 🙂</p>
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		<title>
		By: Dave(s) 4 Goombella		</title>
		<link>https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3508</link>

		<dc:creator><![CDATA[Dave(s) 4 Goombella]]></dc:creator>
		<pubDate>Tue, 08 Aug 2017 14:25:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20906#comment-3508</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3504&quot;&gt;crimfan&lt;/a&gt;.

And when you hit the higher tiers of play, the game should feel a bit different too. If you just upscale the enemy&#039;s stats, then level 15 ends up feeling exactly the same as level 5. Just as higher-level players should get new abilities (via level advancement or magic items) with more colour than a mere numerical boost, so should higher-level enemies provide new and unique challenges.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3504">crimfan</a>.</p>
<p>And when you hit the higher tiers of play, the game should feel a bit different too. If you just upscale the enemy&#8217;s stats, then level 15 ends up feeling exactly the same as level 5. Just as higher-level players should get new abilities (via level advancement or magic items) with more colour than a mere numerical boost, so should higher-level enemies provide new and unique challenges.</p>
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		<title>
		By: crimfan		</title>
		<link>https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3504</link>

		<dc:creator><![CDATA[crimfan]]></dc:creator>
		<pubDate>Tue, 08 Aug 2017 12:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20906#comment-3504</guid>

					<description><![CDATA[&lt;em&gt;But then, 5e’s publication history three years in shows a real disinterest in top-tier play.&lt;/em&gt;
Ain&#039;t that the truth. The lack of support really makes it a challenge for the DM at high levels.]]></description>
			<content:encoded><![CDATA[<p><em>But then, 5e’s publication history three years in shows a real disinterest in top-tier play.</em><br />
Ain&#8217;t that the truth. The lack of support really makes it a challenge for the DM at high levels.</p>
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		<title>
		By: Dave(s) 4 Goombella		</title>
		<link>https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3503</link>

		<dc:creator><![CDATA[Dave(s) 4 Goombella]]></dc:creator>
		<pubDate>Tue, 08 Aug 2017 11:50:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20906#comment-3503</guid>

					<description><![CDATA[I agree that this system works best for sandbox play, especially in campaigns which aren&#039;t combat-heavy. In a campaign with clear goals and sub-goals, the milestone system works perfectly fine. In a combat-heavy campaign, the traditional &quot;kill factor&quot; model is fine.]]></description>
			<content:encoded><![CDATA[<p>I agree that this system works best for sandbox play, especially in campaigns which aren&#8217;t combat-heavy. In a campaign with clear goals and sub-goals, the milestone system works perfectly fine. In a combat-heavy campaign, the traditional &#8220;kill factor&#8221; model is fine.</p>
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		<title>
		By: Brian Murphy		</title>
		<link>https://www.tribality.com/2017/08/08/ua-three-pillar-experience-breakdown/#comment-3501</link>

		<dc:creator><![CDATA[Brian Murphy]]></dc:creator>
		<pubDate>Tue, 08 Aug 2017 06:17:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tribality.com/?p=20906#comment-3501</guid>

					<description><![CDATA[I&#039;m intrigued because it looks tailor-made for exactly the sort of campaigns I run.  Because of that, I don&#039;t think I&#039;d face quite as much slow-down at higher levels than others might.  Then again, I might see big jumps at lower levels because I love it when the PCs sit down for tea with dragons and demi-gods.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m intrigued because it looks tailor-made for exactly the sort of campaigns I run.  Because of that, I don&#8217;t think I&#8217;d face quite as much slow-down at higher levels than others might.  Then again, I might see big jumps at lower levels because I love it when the PCs sit down for tea with dragons and demi-gods.</p>
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