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Are xp/levels/advancement necessary?
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<blockquote data-quote="Rothe" data-source="post: 3303415" data-attributes="member: 39813"><p>Another way is to set one adventure per season and/or make things players want to do between adventures, e.g., make scrolls, have items made, take a lot longer; especially at low leels where they may not have the cash to expedite things.</p><p></p><p>But this can seriously mess with certain adventure ideas where one needs to quickly follow another.</p><p></p><p></p><p></p><p></p><p>In my experience these ideas work very well, it may just be hard to retrofit D&D to implement them. A little more at first level, but slow down the progression curve by having many smaller advances more frequently. If designed well, the overall advancement rate may slower be but the game reward for the player may be just as much. Basically, it is the theory that smaller rewards more often can provide greater incentive than a bigger reward less often.</p><p></p><p>Off the top of my head, one retrofit would be to have advance a level seperately in each weapon/spell (or number of spells). The players would choose which they advance first. When they get everything up to the next level, they get their other level perks, like feats, skills, etc. So that fighter may be singing that sword at level 3 sooner, but he'll be a complete level 3 fighter much later. How much sooner is a question of how you want to balance things. </p><p></p><p></p><p>Just some ideas.</p></blockquote><p></p>
[QUOTE="Rothe, post: 3303415, member: 39813"] Another way is to set one adventure per season and/or make things players want to do between adventures, e.g., make scrolls, have items made, take a lot longer; especially at low leels where they may not have the cash to expedite things. But this can seriously mess with certain adventure ideas where one needs to quickly follow another. In my experience these ideas work very well, it may just be hard to retrofit D&D to implement them. A little more at first level, but slow down the progression curve by having many smaller advances more frequently. If designed well, the overall advancement rate may slower be but the game reward for the player may be just as much. Basically, it is the theory that smaller rewards more often can provide greater incentive than a bigger reward less often. Off the top of my head, one retrofit would be to have advance a level seperately in each weapon/spell (or number of spells). The players would choose which they advance first. When they get everything up to the next level, they get their other level perks, like feats, skills, etc. So that fighter may be singing that sword at level 3 sooner, but he'll be a complete level 3 fighter much later. How much sooner is a question of how you want to balance things. Just some ideas. [/QUOTE]
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