| Post/Author/DateTime | Post |
|---|---|
| Munz12-30-05, 08:06 AM | Does anybody use a variant xp awarding system than in the DMG? How is that working for you? I just recently learned my DM is using the same XP awarding system (with 3.5 level progression) as was used in 2nd Ed. Does anybody else do this? What are some thoughts on this method? We have just started and I'm kinda curious what I should be expecting. On a similar note, does anyone feel the current XP award system (as written in the 3.5 DMG), without ad-hoc(s), is a little too much? I use the system as written in 3.5 DMG and find my players DO level rather quickly. Again, any thoughts? |
| Mirage_112-30-05, 09:01 AM | I use one of the alternate XP methods found in the DMG Assuming a full night, I run about 150-200XP per average party level for each person (depends on how fast I want thm to level). I then adjust this for how the evening went, individual performance (RP that is), and I factor in an adjustment for people XP total differences (people with a lower total get more to help them catch up) My players know I run it this way, and I like to think it encourages roleplaying, as purty much none of the XP is combat based. |
| FWHGilby12-30-05, 11:04 AM | Heh, you could always use the xp limits from 1st/2nd and keep the players at a lvl for months on end. In my game we seem to get little xp. Of course with a couple cohorts and approx 5 pcs the xp does get thinned out a bit...this even when 1/2 the pc's are bordering on epic lvls. |
| SCMrks12-30-05, 12:12 PM | I use the variant system mentioned in the DMG in which xp for an adventure is 300 x average character level. If in a night we get through 1/2 of the adventure they get 1/2 of that experience total. I also give bonus xp when they complete one of my campaign plots that moves the campaign to the next plot. I find that this encourages the players to use more roleplaying and character skills to overcome encounters because they don't lose xp for avoiding combat. Our games now are more than just looking for the next fight to gain xp. The players get more involved in the plot and campaign because the xp comes when they finish the adventure not from a body count. |
| Mirage_112-30-05, 12:49 PM | I use the variant system mentioned in the DMG in which xp for an adventure is 300 x average character level. If in a night we get through 1/2 of the adventure they get 1/2 of that experience total. I also give bonus xp when they complete one of my campaign plots that moves the campaign to the next plot. I find that this encourages the players to use more roleplaying and character skills to overcome encounters because they don't lose xp for avoiding combat. Our games now are more than just looking for the next fight to gain xp. The players get more involved in the plot and campaign because the xp comes when they finish the adventure not from a body count. I thought about this one, but switched to the per game night as my adventures are purty random in legnth. Although, perhaps I am not looking at this correctly...I might be thinking of story arcs versus the short adventures. In any case, I do like the seperation of xp from killing things. I just run it per night instead of per adventure. Right now, my group has had 16 sessions, and everyone has gotten about 2 and a half levels..so 6.4 sessions per level for me. I started at 200xp per level...but am slowing it down, want later levels to be a bit slower. buit..back to poit...I definitely agree with removing xp from the kills. Helps encourage roleplaying instead of hunting for stuff to kill. |
| rbrt_Spade12-30-05, 12:55 PM | Some dms on the boards dont even use xp. When they feel like that the pcs have gotten a good deal of time to grow, they just tell them to level up. For the xp for magic idems, they switch it to gold pieces. Heck, you could just run a game on story awards. |