So with xp being doubled for quests and encounters, the relevance of time xp has fallen. So in keeping it with the same ratio that it had prior to the increased xp passing, I propose that we double time xp/gold
Proposal:
*1st level characters gain 166 xp and 126gp per month of adventuring.
*2nd level characters gain 208 xp and 178 gp per month for adventuring.
*3rd level characters gain 250 xp and 254 gp per month for adventuring.
*4th level characters gain 290 xp and 350 gp per month for adventuring.
*5th level characters gain 332 xp and 466 gp per month for adventuring.
*6th level characters gain 416 xp and 626 gp per month for advenuring.
*7th level characters gain 500 xp and 894 gp per month of adventuring.
*8th level characters gain 582 xp and 1266 gp per month of adventuring.
*9th level characters gain 666 xp and 1746 gp per month of adventuring.
*10th level characters gain 916 xp and 2334 gp per month of adventuring.
Yeah, I've had the worst of luck with AWOL DMs too as both my character have suffered/suffer from this.
No kidding, if I had been Hadrak's DM he might be flirting with level 4 by now.
But this proposal of course applies to both active and stalled games so will do nothing to reduce the gap between lucky/unlucky characters. But I guess this would be another proposal.
But it does keep those in slower games from getting even further behind as without this, the ones completing a lot of adventures/encounters would get more and more xp than those moving up slower.
P.S.: What's this about Hadrak? I thought I was moving at a pretty good pace?
P.S.: What's this about Hadrak? I thought I was moving at a pretty good pace?
Oh, you are definetely the fastest DM Hadrak has had.
Let me put it this way, until you took over, Hadrak had earned 680 encounter XP (that's total XP minus time XP). That's between february the 6th and september the 4th: 209 days
That amounts to about 3.25 encounter XP a day...
Meanwhile, level 1 PCs in Zombies and crooks earned 914 encounter XP in 55 days. That's 16.6 encounter XP a day on average. (all under the previous XP rules)
So... Yeah, some PC are luckier than other. Substantially.
I'm glad you came in Hadrak's life. I'm Pretty sure you have generated substantially more than 3.25 encounter XP a day for my PC (or 6.5 with the new rules)!
But this proposal of course applies to both active and stalled games so will do nothing to reduce the gap between lucky/unlucky characters. But I guess this would be another proposal.
Maybe something like, "If a DM needs to be replaced, and the adventure is delayed for a minimum of two weeks / one month / whatever, the PC's in that adventure get double the normal time XP for the period of the delay."?
__________________ Gary Hoggatt - www.garyh.net "Such heroic nonsense..."
Let me put it this way, until you took over, Hadrak had earned 680 encounter XP (that's total XP minus time XP). That's between february the 6th and september the 4th: 209 days
Yikes, I didn't know it was that bad.... well, we'll probably be done shortly, there's little Rigas can do right now without being fubar'd and probably will only last 1 or 2 more rounds.
Incarnation just hit level 3; he was the third character in the Tavern when we opened. DM pacing does create a large variance which is part of the reason we have time XP.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
I'm... not entirely enthused by this. One of the reasons we doubled encounter xp in the first place was that we thought time XP was overshadowing it in relevance. I'd rather have my characters level by killing things and finishing quests, than by just marking time.
I know this is harder on players in slow games, and I do have some sympathy for this. My ability to follow games has fallen behind the number of games springing up here, so I don't know how some of them are faring. But, eh.
Well Just as a sample, I wrapped up Fire & Ice yesterday.
Total XP for the last 2 encounters + Quest xp = 5040 xp/5 = 1008 each (This was all doubled) It shouldn't take too much longer than 1 month for a normal encounter + RP time.
Total Time xp = 166 xp (lvl 1's) each - or 208 xp (lvl 2's)
If you assume 60 days or so for this last leg of the addy - 16.8 xp/day encounter xp and 2.75 - 3.47 xp/day for time xp. It's about 14-17% of the total xp.
Time XP only overshadows when adventures aren't moving quickly.
That's true, ren. But the rate that most adventures move gave approximately equal time XP and encounter/quest XP before the doubling encounter XP proposal.
I do, however, like the suggestion garyh made. Time XP is the only reward that characters who stick through a DM disappearance get, and as it is it's pretty small compared to what they could be getting in an active adventure. Even if we only double the time XP they get during the time they don't have a DM it'll help them out.
Maybe something like, "If a DM needs to be replaced, and the adventure is delayed for a minimum of two weeks / one month / whatever, the PC's in that adventure get double the normal time XP for the period of the delay."?
I'd go for that. In fact, I'll go ahead and say YES on that right now.
I suggested it, so I don't think I can vote for it, but I approve of my idea.
The only caveats I see is if we should stipulate a minimum time of delay, and we should probably specify the "period of delay." Probably something like "from the last post of the previous DM to the first game-advancing post of the new DM." This would allow the players to still accrue double time XP while the new DM gets up to speed, which can sometimes take a little time.
__________________ Gary Hoggatt - www.garyh.net "Such heroic nonsense..."
"If a DM needs to be replaced, and the adventure is delayed for a minimum of two weeks, the PC's in that adventure get double the normal time XP for the period of the delay. The delay shall be counted from the last post of the previous DM to the first game-advancing post of the new DM."