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Revising the Experience System
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<blockquote data-quote="Hannibal Barca" data-source="post: 2298025" data-attributes="member: 2775"><p>After playing with the 3rd edition experience system predicated on Challenge Rating for several years now, I am more than a little dissatisfied with the system. Are there any popular house rule systems that are in vogue? I am presently using a system for a 5 person group that incorporates the standard challenge rating system for combat and traps, but at only half the normal value. The other half of the experience comes from four factors. </p><p></p><p>1) Attendance: This is valued at 50 xp x character level</p><p></p><p>2) Roleplaying: This is voted on by all the players and the DM at the end of each session by secret ballot. Players using a 1 to 5 ranking system to evaluate the roleplaying of the other players. The DM uses a 1 to 6 ranking scale to evaluate the players. No numeral can be assigned twice, and players cannot vote for themselves. The votes are tallied and an average score compiled. For example ,if a player receives from his four coplayers and his DM votes of 5, 4, 5, 4, and 5, the average score would be 4.6 (23/5=4.6). This average score would then be multiplied by the character level x 10. Thus, a 2nd level player would receive a score of 4.6 (2 x 10) = 98 xp for roleplaying. </p><p></p><p>3) Character Value: This is voted on in an identical fashion to roleplaying. Character Value may vary markedly session to session depending on the circumstances. For example rogues do well in urban setting where skill use is more prevalent than combat, invokers and fighters do well in dungeon crawls, and rangers do well in outdoor campaigns. Character value should not be confused with the next category.</p><p></p><p>4) Player Value: This is voted on in an identical fashion to roleplaying. This measures many factors, such as leadership in a group setting, maintaing the focus of the players on in game objectives, aiding the DM in mapping, note taking, running initiative cards. It involves may extragame factors that are difficult to reward with the standard rules.</p><p></p><p></p><p> Rate of advancement is comparable to the standard system, and with the system's built in recognition of these other factors, it is more popular with my players. While no system is perfect, this seems more balanced than the official system.</p><p></p><p>I welcome any constructive thoughts on how to improve or modify this system.</p></blockquote><p></p>
[QUOTE="Hannibal Barca, post: 2298025, member: 2775"] After playing with the 3rd edition experience system predicated on Challenge Rating for several years now, I am more than a little dissatisfied with the system. Are there any popular house rule systems that are in vogue? I am presently using a system for a 5 person group that incorporates the standard challenge rating system for combat and traps, but at only half the normal value. The other half of the experience comes from four factors. 1) Attendance: This is valued at 50 xp x character level 2) Roleplaying: This is voted on by all the players and the DM at the end of each session by secret ballot. Players using a 1 to 5 ranking system to evaluate the roleplaying of the other players. The DM uses a 1 to 6 ranking scale to evaluate the players. No numeral can be assigned twice, and players cannot vote for themselves. The votes are tallied and an average score compiled. For example ,if a player receives from his four coplayers and his DM votes of 5, 4, 5, 4, and 5, the average score would be 4.6 (23/5=4.6). This average score would then be multiplied by the character level x 10. Thus, a 2nd level player would receive a score of 4.6 (2 x 10) = 98 xp for roleplaying. 3) Character Value: This is voted on in an identical fashion to roleplaying. Character Value may vary markedly session to session depending on the circumstances. For example rogues do well in urban setting where skill use is more prevalent than combat, invokers and fighters do well in dungeon crawls, and rangers do well in outdoor campaigns. Character value should not be confused with the next category. 4) Player Value: This is voted on in an identical fashion to roleplaying. This measures many factors, such as leadership in a group setting, maintaing the focus of the players on in game objectives, aiding the DM in mapping, note taking, running initiative cards. It involves may extragame factors that are difficult to reward with the standard rules. Rate of advancement is comparable to the standard system, and with the system's built in recognition of these other factors, it is more popular with my players. While no system is perfect, this seems more balanced than the official system. I welcome any constructive thoughts on how to improve or modify this system. [/QUOTE]
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Revising the Experience System
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