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[MENTION=57914]GameOgre[/MENTION] Which ever way you choose, I've never seen a XP or leveling system presented in any edition of D&D that we used "out of the box." It's same same but different.
With XP in 5e, there are precious little guidelines for XP from anything besides defeating monsters. If you really want to encourage player exploration & creativity, then you need to devise your own guidelines.
With milestone leveling in 5e, the guidelines in the hardcover adventures have been pretty minimal, and you'll need to expand on the given guidelines.
Currently I'm running a modified Tomb of Annihilation (PCs started at 3rd) and opted to handle milestone leveling in a way I feel captures the best of both approaches:
Level 3: Arrival & Port Nyanzaru
Level 3-6: Jungle exploring (“finding and getting to the Lost City”) (+1 level)
Level 5-8: Lost City of Omu (“exploring, dealing with yuan-ti, getting key”) (+1 level)
Level 7-10: Kuluth-Mar (“learning atropal’s identity”) (+1 level)
Level 7-9: Fane of the Night Serpent (+1 level)
Levels 9-12: Tomb of the Nine Gods (+1 level per two dungeon levels)
(+1 level for every 4 “story significant” sites the PCs explore) Camp Righteous, Ch’gakare’s Tomb, Dangwaru (The Tortle Package, 4-8), The Dawn Warrior, Dungrunglung, Dur Unkush, The Emerald Crater, Firefinger, Fort Beluarian, Heart of Ubtao, Hrakhamar, Jahaka Anchorage, Kir Sabaal, Matolo (5-10), Mbala, Nangalore, Orolunga, Slaver’s Cove, Wreck of the #, Wreck of the Narwhal, Wreck of the Star Goddess, Wyrmheart Mine, Yellyark, X, X
If the PCs return to Port Nyanzaru between 5th and 10th level, run The Rot From Within trilogy (DDAL07-06 Fester and Burn, DDAL07-07 Rotting Roots, DDAL07-08 Putting the Dead to Rest). If the PCs do nothing, the undead army besieges Port Nyanzaru. The trilogy should fill about two sessions. (+1/2 level)
(+1/2 level each) Heart of the Wild (5-10). Hidden Shrine of Tamoachan “Quomec” (5). Peril at the Port (1-10). Return of the Lizard King (3-4). Ruins of Hisari (11-16). Ruins of Mezro (1-16).
With XP in 5e, there are precious little guidelines for XP from anything besides defeating monsters. If you really want to encourage player exploration & creativity, then you need to devise your own guidelines.
With milestone leveling in 5e, the guidelines in the hardcover adventures have been pretty minimal, and you'll need to expand on the given guidelines.
Currently I'm running a modified Tomb of Annihilation (PCs started at 3rd) and opted to handle milestone leveling in a way I feel captures the best of both approaches:
Level 3: Arrival & Port Nyanzaru
Level 3-6: Jungle exploring (“finding and getting to the Lost City”) (+1 level)
Level 5-8: Lost City of Omu (“exploring, dealing with yuan-ti, getting key”) (+1 level)
Level 7-10: Kuluth-Mar (“learning atropal’s identity”) (+1 level)
Level 7-9: Fane of the Night Serpent (+1 level)
Levels 9-12: Tomb of the Nine Gods (+1 level per two dungeon levels)
(+1 level for every 4 “story significant” sites the PCs explore) Camp Righteous, Ch’gakare’s Tomb, Dangwaru (The Tortle Package, 4-8), The Dawn Warrior, Dungrunglung, Dur Unkush, The Emerald Crater, Firefinger, Fort Beluarian, Heart of Ubtao, Hrakhamar, Jahaka Anchorage, Kir Sabaal, Matolo (5-10), Mbala, Nangalore, Orolunga, Slaver’s Cove, Wreck of the #, Wreck of the Narwhal, Wreck of the Star Goddess, Wyrmheart Mine, Yellyark, X, X
If the PCs return to Port Nyanzaru between 5th and 10th level, run The Rot From Within trilogy (DDAL07-06 Fester and Burn, DDAL07-07 Rotting Roots, DDAL07-08 Putting the Dead to Rest). If the PCs do nothing, the undead army besieges Port Nyanzaru. The trilogy should fill about two sessions. (+1/2 level)
(+1/2 level each) Heart of the Wild (5-10). Hidden Shrine of Tamoachan “Quomec” (5). Peril at the Port (1-10). Return of the Lizard King (3-4). Ruins of Hisari (11-16). Ruins of Mezro (1-16).
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