Legends & Lore: Experience Points and Levels


log in or register to remove this ad

I'm A Banana

Potassium-Rich
A refinement on 4e's under-utilized Quest system and 2e/3e's ad-hoc XP is a welcome addition to the game!

XP has always been one of the things that is really easy to change up at an individual table, and that's part of why it's been such a robust system. I'm into explicit support for both. Easy, non-controversial article!
 


MerricB

Eternal Optimist
Supporter
I found the lack of XP listings in the bestiary a bit of a nuisance, since I am trying to insert some of these creatures in my own adventure and I would like to know their level and XP value.

Yeah; it's also trickier to adjust for # players without that information.

Cheers!
 
Last edited:

KidSnide

Adventurer
Mike said at the very bottom that rather than having adventure designers force the issue of having to include a "correct" number of encounters to get to character level up via straight XP... it's better to allow the designers to include both options-- monster XP and story-based advancement.

Did he outright say "We're going to force every adventure we write to have both methods represented in it"? No. But did he suggest that both methods can be represented as per what makes most sense to the adventure writer? Yes. Ipso facto... depending on the adventure (especially for Adventure Path modules as he called them out specifically), we will see both methods show up.

I see this as a pretty big deal for adventure quality. Under a traditional xp system, adventure designers who were expecting a certain leveling rate needed to pad their ideas with a bunch of encounters that aren't really essential to the design. I hope that this frees up adventure writers to focus more on the heart of their scenario.

-KS
 

Thyrwyn

Explorer
I see this as a pretty big deal for adventure quality. Under a traditional xp system, adventure designers who were expecting a certain leveling rate needed to pad their ideas with a bunch of encounters that aren't really essential to the design. I hope that this frees up adventure writers to focus more on the heart of their scenario.

-KS
Well said.
 

MerricB

Eternal Optimist
Supporter
I see this as a pretty big deal for adventure quality. Under a traditional xp system, adventure designers who were expecting a certain leveling rate needed to pad their ideas with a bunch of encounters that aren't really essential to the design. I hope that this frees up adventure writers to focus more on the heart of their scenario.

-KS

It is a pretty big deal. Being able to set advancement at any speed for the needs of the adventure makes it so much easier to write long adventure paths.

Cheers!
 




Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top