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<blockquote data-quote="Fanaelialae" data-source="post: 7583279" data-attributes="member: 53980"><p>This is the system I'm currently using.</p><p></p><p>Characters require 100 XP times their level to level up (100 to go from 1st to 2nd, 200 to go from 2nd to 3rd, 300 to go from 3rd to 4th, etc.) It's the 3.x progression with one less zero. The reason for this is that it renders each experience point 1% of a level times your level. I wanted a catch-up mechanic, since even though I award the same XP to all players, the Deck of Many Things (or some variant thereof) will usually make an appearance.</p><p></p><p>Challenges are typically combat, social, or exploration. Each challenge has a level (which is its level appropriateness, but usually is just the average party level). I also give a rating from 1 to 10 which is a combination of the difficulty of the encounter and how well the party handled it. Its XP value is that rating times its level. For example, a party might have some great banter with some NPCs in the tavern, but it's probably not worth more than 10 XP since it's level 1. Whereas talking their way past a very dangerous monster is worth 10 XP times the level of the challenge the monster poses.</p><p></p><p>Because some of my players really love to hack, I added an additional layer to combat. Monsters are only rated 1 to 5 (easy to double deadly). However, they also grants a rolling bonus of 1 to 3, depending on the difficulty of the encounter. At the end of the current encounter, the current bonus is added to the encounter rating to determine how much it is worth, and then the bonus from the encounter is added to the rolling bonus. A short rest reduces the rolling bonus by 1, and a long rest resets it to zero. When they sleep, the players have the option (as a party) to choose whether they gain the benefits of a rest or not. As such, when they want to kill monsters, they can get that rolling bonus fairly high by pushing through encounters without resting. But if they don't want to fight, they know they can gain a healthy amount of XP by talking or sneaking past the creatures.</p><p></p><p>Finally, I grant them 5 to 25 times their level XP for endgame, which encompasses showing up, how well I feel they did overall, and goals accomplished.</p><p></p><p>I like the system because as long as I am awarding level appropriate XP (which is most of the time) I know that 1 rating is 1% of a level. As to why I don't do individual awards, it's been my experience that while it can be a great motivational tool in pursuit of the high award (it drew me out of my shell when I first started) it can also cause significant hard feelings for those who get the low award. So, nowadays, I just consider the groups overall efforts when awarding XP. Effectively, contributing at the table can only help the group's overall award.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7583279, member: 53980"] This is the system I'm currently using. Characters require 100 XP times their level to level up (100 to go from 1st to 2nd, 200 to go from 2nd to 3rd, 300 to go from 3rd to 4th, etc.) It's the 3.x progression with one less zero. The reason for this is that it renders each experience point 1% of a level times your level. I wanted a catch-up mechanic, since even though I award the same XP to all players, the Deck of Many Things (or some variant thereof) will usually make an appearance. Challenges are typically combat, social, or exploration. Each challenge has a level (which is its level appropriateness, but usually is just the average party level). I also give a rating from 1 to 10 which is a combination of the difficulty of the encounter and how well the party handled it. Its XP value is that rating times its level. For example, a party might have some great banter with some NPCs in the tavern, but it's probably not worth more than 10 XP since it's level 1. Whereas talking their way past a very dangerous monster is worth 10 XP times the level of the challenge the monster poses. Because some of my players really love to hack, I added an additional layer to combat. Monsters are only rated 1 to 5 (easy to double deadly). However, they also grants a rolling bonus of 1 to 3, depending on the difficulty of the encounter. At the end of the current encounter, the current bonus is added to the encounter rating to determine how much it is worth, and then the bonus from the encounter is added to the rolling bonus. A short rest reduces the rolling bonus by 1, and a long rest resets it to zero. When they sleep, the players have the option (as a party) to choose whether they gain the benefits of a rest or not. As such, when they want to kill monsters, they can get that rolling bonus fairly high by pushing through encounters without resting. But if they don't want to fight, they know they can gain a healthy amount of XP by talking or sneaking past the creatures. Finally, I grant them 5 to 25 times their level XP for endgame, which encompasses showing up, how well I feel they did overall, and goals accomplished. I like the system because as long as I am awarding level appropriate XP (which is most of the time) I know that 1 rating is 1% of a level. As to why I don't do individual awards, it's been my experience that while it can be a great motivational tool in pursuit of the high award (it drew me out of my shell when I first started) it can also cause significant hard feelings for those who get the low award. So, nowadays, I just consider the groups overall efforts when awarding XP. Effectively, contributing at the table can only help the group's overall award. [/QUOTE]
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