FWIW, i am not sure why some people are so interested in my specific XP system being used currently, but hey to be clear for those who just seem to be hung up on it even though it does not use XP gains based on roleplaying as an incentive system.
Each character being played in a session gets a point - session point, story point Xp whatever you want to call it. There are 10Xp required per level so it turns into a "level" being expressed as L.S figure where L is the level and S is the story point tracker.
Additionally, there is one charity point Xp given each session. That goes to the player with the lowest L.S (or randomly to those at that level if more than one are there.) That can serve to catch-up those who missed sessions (all of my players have outside demands that impose now and again) or just serve as a floating bonus.
So for four characters that amounts to roughly 8 sessions at full participation (~ 2 months real time) or 9 sessions with up to 5 player-sessions missed to get a to the next level. With three characters (current status since we had one player death 8 days ago), its still goint to be 8 sessions to reach next level even with two missed player-sessions thrown in.
Since i started the current 5e based campaign at level 3, there was no need for the somewhat accelerated advancement for the earliest levels that 5e seems to prefer for tier-1.
But, for the same group, i have used more explicit calendar-based systems, advance when Gm calls for it, in-game event based systems (variation on Gm calls for it), story based XP systems (where accomplishing X got you leveled) and even (practically) non-leveling systems (that was more for super-hero genre game.)
Obviously by leveling i mean advancement, whether it is by point-buy or by levels or other sorts of chargen mechanics. We certainly have more time in systems where "levels" were not as distinct and concrete a "packaged" thing as they are in 5e.
Each character being played in a session gets a point - session point, story point Xp whatever you want to call it. There are 10Xp required per level so it turns into a "level" being expressed as L.S figure where L is the level and S is the story point tracker.
Additionally, there is one charity point Xp given each session. That goes to the player with the lowest L.S (or randomly to those at that level if more than one are there.) That can serve to catch-up those who missed sessions (all of my players have outside demands that impose now and again) or just serve as a floating bonus.
So for four characters that amounts to roughly 8 sessions at full participation (~ 2 months real time) or 9 sessions with up to 5 player-sessions missed to get a to the next level. With three characters (current status since we had one player death 8 days ago), its still goint to be 8 sessions to reach next level even with two missed player-sessions thrown in.
Since i started the current 5e based campaign at level 3, there was no need for the somewhat accelerated advancement for the earliest levels that 5e seems to prefer for tier-1.
But, for the same group, i have used more explicit calendar-based systems, advance when Gm calls for it, in-game event based systems (variation on Gm calls for it), story based XP systems (where accomplishing X got you leveled) and even (practically) non-leveling systems (that was more for super-hero genre game.)
Obviously by leveling i mean advancement, whether it is by point-buy or by levels or other sorts of chargen mechanics. We certainly have more time in systems where "levels" were not as distinct and concrete a "packaged" thing as they are in 5e.