tlantl
First Post
The answer around adding levels to NPCs gave me a great idea: Every player should have an XP value that's written on their character sheet! Otherwise, how will I know when my kobolds level up???
I've done this for years. every time the players fail a mission I give the monsters involved their experience point values. Believe me when I say it really gives the players an incentive to avoid failure.
You should have seen the looks on their faces when I told them to add up their exp values. It was priceless.
As for the topic at hand, I'm probably not going to spend too much time using xp or any other method for designing adventures, especially since they wind up being long and involved. I'm sure after a few sessions I'll be able to judge the strengths and weaknesses of the players and get an idea what tactics the group favors.
Once I have an idea of what to expect the party to do it's pretty easy to match up with them or plan encounters that are entertaining if not truly difficult or underwhelming. They will meet the arch nemesis several times before figuring out how best to deal with him or her.
I do like the idea that the npcs can be built the same way as player characters. I hate having to run monsters that don't have the same tricks as the players. Sometimes the best way to show a player how useless or over powered an attack is, is to use it against them. Sort of like suddenly showing up in their living room with a small army and killing them while they are least prepared.
It works both ways you know.
Over all, I found the article to be a bit lacking