Thanee
First Post
Hmm... I'd guess that your system makes item creation ridiculously powerful.
While I have absolutely no problem with calculating XP by CR (and do so, but also give ad hoc awards, which tend to be fairly generous, to reward the characters for their deeds to advance the story), I can certainly see how it can get a little tedious at times.
I would just give ad hoc XP (kinda like what shilsen said), based somewhat on what happened, but leave the rules intact for XP components and item creation.
It's probably a good idea to think about other penalties for dying and getting raised, the standard penalty of losing a level is a little too harsh IMHO and it can be double harsh depending on where your XP total is right now. I prefer to give a flat XP penalty of last level x 1,000 XP, but I have seen other suggestions here, which were pretty good, i.e. giving permanent penalties, which wear off or can be bought off after a time.
Bye
Thanee
While I have absolutely no problem with calculating XP by CR (and do so, but also give ad hoc awards, which tend to be fairly generous, to reward the characters for their deeds to advance the story), I can certainly see how it can get a little tedious at times.
I would just give ad hoc XP (kinda like what shilsen said), based somewhat on what happened, but leave the rules intact for XP components and item creation.
It's probably a good idea to think about other penalties for dying and getting raised, the standard penalty of losing a level is a little too harsh IMHO and it can be double harsh depending on where your XP total is right now. I prefer to give a flat XP penalty of last level x 1,000 XP, but I have seen other suggestions here, which were pretty good, i.e. giving permanent penalties, which wear off or can be bought off after a time.
Bye
Thanee