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<blockquote data-quote="Satin Knights" data-source="post: 5766948" data-attributes="member: 6666968"><p>As I see it:</p><p></p><p>A) Encounter XP is earned at the end of the encounter.</p><p>B) Encounter GP is earned at the end of the encounter and only spendable at a GM allowed store visit or after the adventure is over. Loot gets distributed within the party and used as is, or traded for gold or other items at a store visit later.</p><p>C) Time based XP is earned daily.</p><p>D) Time based GP is earned daily and only spendable at the point the hiring agent that started the adventure pays you, usually the last minute of the adventure. (On the wiki sheet: Character X is due nnn gp as pay at the adventure's completion.)</p><p></p><p>1) Those four numbers can be added and tracked on the character sheet daily if the player desires.</p><p>2) Pauses in story to level up is up to the GM. Even if the character has earned enough XP to level, it is up to the GM as to when and if it is convenient in the story. The GM should make a good effort at allowing the characters to level at the earliest convenience in the the story line.</p><p>3) Recruiting/first post should list leveling plans and how many times the characters are expected to level. </p><p>4) The game judge certifies the numbers at the end of the adventure.</p><p>5) The character reviewing judge verifies the numbers in the first and last post of an adventure that the game judge has certified while he is reviewing the character.</p><p></p><p>Using the Roaming Dead as the example because it triggered this discussion, we started with a 1, 1, 2, 2, 3 and 3 for character levels. That is 12/6 +1 (for six players) = 3 for an APL. If one of those characters levels, then it will be (13/6 +1) or 3.16 for an APL. That is not going to affect the CRs of the opponents or force any changes by the GM to accommodate a single character that has leveled. If half the characters have leveled, that moves the APL from 3.0 to 3.5 Again, not enough to force the GM change anything from the current script for the adventure. And the TXP was not going to get any of the characters close to leveling.</p><p></p><p>If all the players entering an adventure are going in with just a few hundred xp short of leveling to begin with, then the GM should recognize they will be <em><strong>eligible </strong></em>for leveling soon and be prepared for it. Roaming Dead didn't start that way because all the incoming characters were at the lower edge of their character levels. </p><p></p><p>All the worry about "we didn't plan for leveling" is rather irrelevant. One character leveling is not going to move the APL significantly enough to change the script. Even when everybody levels, it is not that hard to adjust the CR of an encounter. The only thing we are trying to balance is the XP vs Gold so characters don't get unbalanced in wealth compared to other characters. The XP and Gold numbers are looked up and calculated each time anyways. Both are based on the CR of the current fight.</p><p></p><p>In other words, sticking strictly to the script is only useful in PFS where you get XP based on the adventure as a whole. Everybody gets 512 gp and 1 XP for an APL 1 or APL 2 adventure there. Here, we have a finer granularity of measurement, but since the CR of the individual fight drives the table lookup for both values given, it stays balanced automatically.</p><p></p><p>Summary: XP is earned immediately. Leveling is done with GM permission. Spending is done with GM permission. Strict adherence to the script is not necessary because balance between GP and XP is still kept. It doesn't hurt to level immediately and a GM shouldn't postpone it any longer than to find a good plot line pause.</p></blockquote><p></p>
[QUOTE="Satin Knights, post: 5766948, member: 6666968"] As I see it: A) Encounter XP is earned at the end of the encounter. B) Encounter GP is earned at the end of the encounter and only spendable at a GM allowed store visit or after the adventure is over. Loot gets distributed within the party and used as is, or traded for gold or other items at a store visit later. C) Time based XP is earned daily. D) Time based GP is earned daily and only spendable at the point the hiring agent that started the adventure pays you, usually the last minute of the adventure. (On the wiki sheet: Character X is due nnn gp as pay at the adventure's completion.) 1) Those four numbers can be added and tracked on the character sheet daily if the player desires. 2) Pauses in story to level up is up to the GM. Even if the character has earned enough XP to level, it is up to the GM as to when and if it is convenient in the story. The GM should make a good effort at allowing the characters to level at the earliest convenience in the the story line. 3) Recruiting/first post should list leveling plans and how many times the characters are expected to level. 4) The game judge certifies the numbers at the end of the adventure. 5) The character reviewing judge verifies the numbers in the first and last post of an adventure that the game judge has certified while he is reviewing the character. Using the Roaming Dead as the example because it triggered this discussion, we started with a 1, 1, 2, 2, 3 and 3 for character levels. That is 12/6 +1 (for six players) = 3 for an APL. If one of those characters levels, then it will be (13/6 +1) or 3.16 for an APL. That is not going to affect the CRs of the opponents or force any changes by the GM to accommodate a single character that has leveled. If half the characters have leveled, that moves the APL from 3.0 to 3.5 Again, not enough to force the GM change anything from the current script for the adventure. And the TXP was not going to get any of the characters close to leveling. If all the players entering an adventure are going in with just a few hundred xp short of leveling to begin with, then the GM should recognize they will be [I][B]eligible [/B][/I]for leveling soon and be prepared for it. Roaming Dead didn't start that way because all the incoming characters were at the lower edge of their character levels. All the worry about "we didn't plan for leveling" is rather irrelevant. One character leveling is not going to move the APL significantly enough to change the script. Even when everybody levels, it is not that hard to adjust the CR of an encounter. The only thing we are trying to balance is the XP vs Gold so characters don't get unbalanced in wealth compared to other characters. The XP and Gold numbers are looked up and calculated each time anyways. Both are based on the CR of the current fight. In other words, sticking strictly to the script is only useful in PFS where you get XP based on the adventure as a whole. Everybody gets 512 gp and 1 XP for an APL 1 or APL 2 adventure there. Here, we have a finer granularity of measurement, but since the CR of the individual fight drives the table lookup for both values given, it stays balanced automatically. Summary: XP is earned immediately. Leveling is done with GM permission. Spending is done with GM permission. Strict adherence to the script is not necessary because balance between GP and XP is still kept. It doesn't hurt to level immediately and a GM shouldn't postpone it any longer than to find a good plot line pause. [/QUOTE]
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