Character Advancement [Archive] - Wizards Community

Post/Author/DateTimePost
Arin

06-10-07, 04:05 PM
I don't believe I am alone in feeling that low-mid level D&D is more fun than the extremes.
At low level player's are helpless to deal with many situations, not terribly unique from others of their class, and randomness and good or bad luck can quickly end an encounter, and have no chance against large opponents.
At high levels player's abilities cannot be well gauged by either the GM or the player, they have something up their sleeve to simply bypass most challenges or plot points, and have absolutely no fear of all but the highest CR or most min maxed challenges, and can wade through legions or low levels both good and evil with impunity. This world also becomes increasingly ridiculous, if there were all these tremendously powerful beings to challenge the PCs, where have they been all this time and why haven't they themselves altered the world.

Can anyone think of an alternate rule set to keep the PCs at mid level, or at least retain the feeling of mid level for a long term campaign? Simply restarting characters often means you can never have a meaningful story line. Frequent energy draining seems very contrived and frustrated. And simply not giving any XP will mean that the players will become unmotivated and feel helpless, and eventually they will accrue such a collection of treasure their gear, rather than their own merit, will force the campaign into high level mode.
tombowings

06-10-07, 05:47 PM
Make it so that they have less treasure and it take more XP to level. I also know a lot of players would be OK with not leveling once they reach a certain point. You could give them less combative challenges throughout their whole adventuring career.

Just some ideas.
CroBob

06-10-07, 06:50 PM
Levels circa 8 through 13 have always been my favorite, so I give less treasure and xp. It's simple. I half or quarter their experience (depending on how challenging the encounter actually turned out to be. My dice seem to love red-caps, and they're always much more challanging than I plan on them being), and I've always just handed out treasure that either is reasonable considering what they're doing or is just plane fun. My players will have more fun toying with an intelligent helmet that can cast See Invisibility for 5 total rounds per day when asked to, prefers sunny days, and doesn't know it's a helmet than a simple +6 Periapt of Wisdom.
geekling

06-10-07, 06:52 PM
Depending on your players, of course, being able to spend XP on something other than just crafting. Might help a little. - Like say the action/drama points of some systems. But rather than spending points, it cost certain amounts of XP.
Some players never would - other would happily do so, especially if they knew that the DM wanted a slower progression game.

If your players agreed, even keep a seperate 'XP-pile' for these things.
You're not giving 30% less XP, but 30% of all XP awarded goes into the pile that's not used for leveling - but is reserved for other things.

Could also perhaps being able to buy ranks in cross-class skills at the price of class skills at level up. Or to 'buy' off a multiclass penalty. Even be saved as insurance from level-loss at ressurection.
danielinthewolvesden

06-11-07, 01:43 AM
Give them double eps until they hit level 5.

Half eps (and make sure the loot is right for their level) after they hit level 10, or 11 or whatever you think is right.

And tell them.