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Help! My DND Isn't Board Game-ish Enough!
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<blockquote data-quote="FireLance" data-source="post: 3051966" data-attributes="member: 3424"><p>Our group practices a lot of what Cassandra and Piratecat have mentioned.</p><p></p><p>We use the "everyone is members of the same organization" convention as well. It also helps ease the integration of new characters into the campaign if a PC gets killed or a player wants to try something new.</p><p></p><p>Our adventures are also planned to be completed in one session of about 3-4 hours.</p><p></p><p>We don't bother with experience points or treasure. Instead, everyone is assumed to gain a level in between adventures (we like a quick pace for level gain), and the organization keeps the PCs supplied with gear appropriate to their level (as per the PC wealth table in the DMG). Magic item creation feats simply reduce the cost of obtaining an item by 25% instead of adding an xp cost on top of a half the gp cost (a PC can only create an item for himself, not for other PCs), and spellcasters who want to use spells with xp costs have to buy and use "power components" that cost 5 gp per point of 1 xp. This frees up the DM from having to calculate xp or allocate treasure, which cuts down on his prep time.</p><p></p><p>PCs gain levels even if the player is not present. This keeps all the PCs more or less on the same even footing, and cuts down on one more thing the DM has to worry about.</p><p></p><p>The players are also generally co-operative with the DM, which reduces the time he needs to think of plot hooks. The DM can simply start the session by saying, "You have been assigned to go on this mission."</p></blockquote><p></p>
[QUOTE="FireLance, post: 3051966, member: 3424"] Our group practices a lot of what Cassandra and Piratecat have mentioned. We use the "everyone is members of the same organization" convention as well. It also helps ease the integration of new characters into the campaign if a PC gets killed or a player wants to try something new. Our adventures are also planned to be completed in one session of about 3-4 hours. We don't bother with experience points or treasure. Instead, everyone is assumed to gain a level in between adventures (we like a quick pace for level gain), and the organization keeps the PCs supplied with gear appropriate to their level (as per the PC wealth table in the DMG). Magic item creation feats simply reduce the cost of obtaining an item by 25% instead of adding an xp cost on top of a half the gp cost (a PC can only create an item for himself, not for other PCs), and spellcasters who want to use spells with xp costs have to buy and use "power components" that cost 5 gp per point of 1 xp. This frees up the DM from having to calculate xp or allocate treasure, which cuts down on his prep time. PCs gain levels even if the player is not present. This keeps all the PCs more or less on the same even footing, and cuts down on one more thing the DM has to worry about. The players are also generally co-operative with the DM, which reduces the time he needs to think of plot hooks. The DM can simply start the session by saying, "You have been assigned to go on this mission." [/QUOTE]
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