elecgraystone
First Post
Add me to the list of non-Character Builder/DDI users. I'd much rather have myth-weavers if we are going to change how we do sheets. 

No one does.Woot! a tavern thread! Too bad I don't have a character yet.![]()
So, the underlying motivation for this is that we want faster character advancement. What if we use another method besides time XP to achieve that?
This is a brainwave that just hit me. What if we set the time-based XP to be, say, 1.5 levels/year (or a different number, if that's too awkward for people), and then have DMs double the normal rewards for their adventure? Doing this, defeating a level 1 monster would earn the party 200 XP intead of 100, and so forth. Still use the normal values for figuring out encounter difficulty and so on, just double the values when awarding XP for the encounter.
This way, it's easier for the DMs to plan to give out more significant treasure (say, magic items instead of just massive sums of gold pieces). If we went with time XP at 2 levels/year and normal encounter XP, then roughly 1/3 of the XP in an adventure is going to be from encounters - this makes it quite difficult to adequately plan treasure ahead of time, since you don't know exactly how much time it's going to take, and even more so if the time XP is to be accounted for with time gold.
But, if time XP is 1.5 levels/year and encounter rewards are doubled, then the time XP:encounter XP ratio will be about 1.5:2 over the course of an adventure. In the end it shouldn't really matter what that ratio is if we have time gold, all I'm aiming for is giving DMs a bit more stable footing when planning treasure during the adventure proposal/start of adventure phase.
Thoughts?
I thought about that, but time XP is a form a player reward and serves to balance out the fact that some DMs run games slower than others. It encourages players to stay with the game.If we increase XP awards do we also need time XP? If the goal is advancing the characters faster one or the other should be more than enough.