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WotC's Mearls Presents A New XP System For 5E In August's Unearthed Arcana
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<blockquote data-quote="Ovinomancer" data-source="post: 7721860" data-attributes="member: 16814"><p>False dichotomy. Sandbox is not the opposite of railroad. And it can work in a sandbox fairly well. To show why, it's important to note that milestone leveling is goal based -- achieve the goal, gain a level. How you achieve it isn't important, just that it is achieved. This works well in plot games, where you need to pass the plot wickets to move the story, but that doesn't require railroading if you're flexible about your plot and can adapt future events to match what happens in prior events (or, like most WotC game, the next chapters really don't care how you dealt with the last chapters). So, to use it in a sandbox game, you need to be clear about your goals. Something like 'clearing three tier appropriate dangers earns a level' works in sandbox games, which are already tiered to a degree to provide increasingly dangerous areas for higher level play anyway. The basic structure is the same, but instead of racking up XP encounter by encounter (or gaining quest XP), you set the bar to having to do enough adventures of an appropriate tier to gain a level. Works out the same in play, except for wandering the troll hills for random encounters until you ding, of course. But that's the least interesting version of sandbox play to me, so....</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7721860, member: 16814"] False dichotomy. Sandbox is not the opposite of railroad. And it can work in a sandbox fairly well. To show why, it's important to note that milestone leveling is goal based -- achieve the goal, gain a level. How you achieve it isn't important, just that it is achieved. This works well in plot games, where you need to pass the plot wickets to move the story, but that doesn't require railroading if you're flexible about your plot and can adapt future events to match what happens in prior events (or, like most WotC game, the next chapters really don't care how you dealt with the last chapters). So, to use it in a sandbox game, you need to be clear about your goals. Something like 'clearing three tier appropriate dangers earns a level' works in sandbox games, which are already tiered to a degree to provide increasingly dangerous areas for higher level play anyway. The basic structure is the same, but instead of racking up XP encounter by encounter (or gaining quest XP), you set the bar to having to do enough adventures of an appropriate tier to gain a level. Works out the same in play, except for wandering the troll hills for random encounters until you ding, of course. But that's the least interesting version of sandbox play to me, so.... [/QUOTE]
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WotC's Mearls Presents A New XP System For 5E In August's Unearthed Arcana
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