Blakely
A FreshHell to Contend With
The reason I don't milestone is that a lot of characters die (like 0 hp = dead). A player makes a new character, but there has to be a consequence for dying because it's a game. My consequence is to start their new character at a lower level than the ones who didn't die. If I milestone, the new characters can never catch up unless I give them more than one level at a time.This is why I switched my games over to milestone levelling (*audible gasps*) - I know it's "infamnia" to do so among this crowd, but it honestly makes for healthier game play at my table. As a result there's no muderhobos, no squeezing every drop of gold out of a hole, and no combat for the sake of combat... and as a plus, I don't have to budget for XP or do a bunch of post-battle tabulations, which is a win-win. Another bonus: it helps me control the pace of power creep. My players simply level up when I've decided they've done enough to level up - not difficult to implement at all (easier than using the default, actually).
I've found that when you detach players from the addiction of XP gathering, you make room for more interesting things to develop. They end up chasing their whims rather than hunting for gold or kills, which uncoincidentally makes for a more immersive campaign (because they are acting as actual characters, and not as min-maxed monster-killing/gold-collecting machines). It doesn't suit all game types - some folk need that high of XP collecting to keep their interest in a game going (which is a thought that depresses me) - but milestone XP sure suits mine.
I think my negative feelings about 5E and the mindset that often accompanies it has driven me to this punishing style of play. Possibly too much so. Idk, I haven't playtested the rules I'm writing yet, so all this stuff is still on the table for me, but I think I'm going to be XP for killing (or parleying with, sneaking past, etc.) monsters, saving NPCs, solving quests, finding new locations, finding quest items, etc.