This is something that Pillars of Eternity did really well. Your main source of XP was from completing quests, however you went about completing them (with a little extra from filling your bestiary codex, exploration, and skill encounters)

The problem with XP from kills is that a lot of players feel a tension between roleplaying and playing optimally. If you want to play optimally, that generally means taking the route with more XP and loot. So some players feel actively encouraged to sacrifice roleplaying, by a roleplaying game.

It's kind of a shame, because it seems like Larian didn't really look at some of the design choices in some of the great recent CRPGs...




Last edited by Kelarq; 09/10/20 01:47 AM.