Character advancement has been an underlying objective in Dungeons & Dragons since the beginning. The players maneuver their characters on adventures, they accumulate "experience points", and the characters gain levels and become more powerful. It's a strong incentive model and a big part of D&D's enduring appeal. Regardless of the "story" elements present in any individual campaign, character advancement is a default goal that informs the action at the table. Unfortunately, the experience system is the weakest part of Fifth Edition and my least favorite thing in the new edition.
Traditional D&D awarded experience points primarily for treasure, with a fraction of the experience awarded for defeating monsters. Depending on the edition, 75% or 80% of the player's experience was gained by recovering treasure. "Treasure as XP" had profound implications for how players and referees approached old school D&D games. Dungeon Masters established their campaigns to involve significant exploration, with dungeons, lairs, and hex crawls as popular structures for organizing campaign information and presenting challenges to the players. (We use the term sandbox play to describe this overall method of presenting a ready-made setting seeded with adventure opportunities; in the video game realm I've seen the term "open world").
The sandbox approach has implications for the players. Information is their currency to proactively plan their adventures, balancing the perceived risk and reward and making choices regarding which opportunities to pursue. As players cleared lairs and dungeons, their characters earn experience points by successfully returning to town with treasure. Treasure is an easy-to-use abstraction for keeping score, since it it's assumed the players explored, overcame traps, used their magic, and outsmarted or defeated monsters through combat or stealth in order to win the day. Treasure provides transparency that enables player planning. D&D is a game, after all.
Fast forward to 5E. I've seen it affectionately called a "nostalgia edition", but the experience system actually hinders the type of game play I described. By the book, 5E only incentives players to fight and kill monsters, gaining experience solely through combat. Whereas old school D&D rewarded smart play through exploration and planning, 5E rewards killing everything in sight. Sneaking, stealth, and carefully avoiding fights is actively discouraged by the advancement system. It is not generally in the player's interest to avoid combats. Why is "kill them all, let god sort them out" style of gaming the default?
Alternatively, many referees have adopted an arbitrary approach called "milestone experience" (and since I've been running some of the official hardcover adventures in Adventurer's League, I've become a reluctant co-conspirator in the milestone travesty). Milestone experience is somewhere between a "participation award" for showing up, and outright manipulation - do what I want you to do, little puppets, and I'll give you your cookie.
The reason this topic is important is I'm trying to figure out how I want to move forward with developing homebrew adventures in the land of the 5th. The lure of returning to proper OSR games is strong. But 5E is the game system my local players enjoy; they play it at conventions, they own the books, they like the powerful PC's and the unusual races. There's a crazy number of people that play at the local Adventurer's League nights in the area. I don't know if my readers are OSR people or 5E people or somewhere in between, but the popularity of "New Dungeons & Dragons" is through the roof. These are all good reasons to stay the course and figure out how to bend, fold, and mutilate 5E to support a more satisfying play experience. I honestly don't think of myself as one of those "get off my lawn damn kids" grognard types, clinging to the old ways like a reactionary 1950's apologist, but maybe there is an actual generational thing at work regarding my antipathy towards storytelling and milestones - newer gamers may not mind being told what to do and how to conform to someone else's plan.
I've done some poking around, it doesn't look like any internet brethren have made a good way to replicate treasure as experience points and implemented an old school style sandbox with the 5E; there are some tries. I believe the vitriol driving this screed is that I'm not terribly interested in rewriting the experience system; the game as written should support the styles of play that made D&D amazing. Complaining and then claiming to be too lazy to do anything about is not a good look, granted. I own my turpitude.
Of the 10 or so published adventures, a few of them do present open worlds built on a hex crawl or megadungeon premise. They expect the players to kill everything in sight. For instance, Dungeon of the Mad Mage provides just enough experience for a party of four (four!) to advance if they clear the entire level. Picture a group of "heroes" tromping through the dungeon corridors like The Terminator, blasting monsters from behind. Suffer not an orc to live. Wipe them out, all of them. Exterminate.
Nonetheless, in the next post I'll take a look at the 5E sandbox books (Tomb of Annihilation, Curse of Strahd, Dungeon of the Mad Mage) and discuss their approaches to XP. Maybe it's not as bleak as I'm presenting and I need to embrace the ultraviolence. I've been using an unofficial XP system for my Chult game called "Three Pillars" (from Unearthed Arcana), so I'll talk about how that's been going, too.
In the meantime, I am curious - if you stop by the blog from time to time, do you play 5E or older versions of The Game? I've posted a poll on the right - let me know!
Traditional D&D awarded experience points primarily for treasure, with a fraction of the experience awarded for defeating monsters. Depending on the edition, 75% or 80% of the player's experience was gained by recovering treasure. "Treasure as XP" had profound implications for how players and referees approached old school D&D games. Dungeon Masters established their campaigns to involve significant exploration, with dungeons, lairs, and hex crawls as popular structures for organizing campaign information and presenting challenges to the players. (We use the term sandbox play to describe this overall method of presenting a ready-made setting seeded with adventure opportunities; in the video game realm I've seen the term "open world").
The sandbox approach has implications for the players. Information is their currency to proactively plan their adventures, balancing the perceived risk and reward and making choices regarding which opportunities to pursue. As players cleared lairs and dungeons, their characters earn experience points by successfully returning to town with treasure. Treasure is an easy-to-use abstraction for keeping score, since it it's assumed the players explored, overcame traps, used their magic, and outsmarted or defeated monsters through combat or stealth in order to win the day. Treasure provides transparency that enables player planning. D&D is a game, after all.
Fast forward to 5E. I've seen it affectionately called a "nostalgia edition", but the experience system actually hinders the type of game play I described. By the book, 5E only incentives players to fight and kill monsters, gaining experience solely through combat. Whereas old school D&D rewarded smart play through exploration and planning, 5E rewards killing everything in sight. Sneaking, stealth, and carefully avoiding fights is actively discouraged by the advancement system. It is not generally in the player's interest to avoid combats. Why is "kill them all, let god sort them out" style of gaming the default?
Alternatively, many referees have adopted an arbitrary approach called "milestone experience" (and since I've been running some of the official hardcover adventures in Adventurer's League, I've become a reluctant co-conspirator in the milestone travesty). Milestone experience is somewhere between a "participation award" for showing up, and outright manipulation - do what I want you to do, little puppets, and I'll give you your cookie.
The reason this topic is important is I'm trying to figure out how I want to move forward with developing homebrew adventures in the land of the 5th. The lure of returning to proper OSR games is strong. But 5E is the game system my local players enjoy; they play it at conventions, they own the books, they like the powerful PC's and the unusual races. There's a crazy number of people that play at the local Adventurer's League nights in the area. I don't know if my readers are OSR people or 5E people or somewhere in between, but the popularity of "New Dungeons & Dragons" is through the roof. These are all good reasons to stay the course and figure out how to bend, fold, and mutilate 5E to support a more satisfying play experience. I honestly don't think of myself as one of those "get off my lawn damn kids" grognard types, clinging to the old ways like a reactionary 1950's apologist, but maybe there is an actual generational thing at work regarding my antipathy towards storytelling and milestones - newer gamers may not mind being told what to do and how to conform to someone else's plan.
I've done some poking around, it doesn't look like any internet brethren have made a good way to replicate treasure as experience points and implemented an old school style sandbox with the 5E; there are some tries. I believe the vitriol driving this screed is that I'm not terribly interested in rewriting the experience system; the game as written should support the styles of play that made D&D amazing. Complaining and then claiming to be too lazy to do anything about is not a good look, granted. I own my turpitude.
Of the 10 or so published adventures, a few of them do present open worlds built on a hex crawl or megadungeon premise. They expect the players to kill everything in sight. For instance, Dungeon of the Mad Mage provides just enough experience for a party of four (four!) to advance if they clear the entire level. Picture a group of "heroes" tromping through the dungeon corridors like The Terminator, blasting monsters from behind. Suffer not an orc to live. Wipe them out, all of them. Exterminate.
Nonetheless, in the next post I'll take a look at the 5E sandbox books (Tomb of Annihilation, Curse of Strahd, Dungeon of the Mad Mage) and discuss their approaches to XP. Maybe it's not as bleak as I'm presenting and I need to embrace the ultraviolence. I've been using an unofficial XP system for my Chult game called "Three Pillars" (from Unearthed Arcana), so I'll talk about how that's been going, too.
In the meantime, I am curious - if you stop by the blog from time to time, do you play 5E or older versions of The Game? I've posted a poll on the right - let me know!
