Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Calculating XP drives me crazy
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RangerWickett" data-source="post: 2830672" data-attributes="member: 63"><p><span style="font-size: 12px"><strong>[hq]Taking a step back for a moment. . .[/hq]</strong>[hq][/hq]</span></p><p>I've got a head ache, so I had to skip the middle 30 posts or so, but I want to weigh in, since I'd never really pinned down my own leveling philosophy until recently.</p><p></p><p>Previously, I'd just level the group whenever I felt they had faced about 13 challenges, or when the plot had hit a nice "We came, we saw, we kicked it's ASS" point. It's always good to tell the players, "Okay, you beat the big bad of this story arc. You level."</p><p></p><p> </p><p>Let's take a step back and consider what we're trying to accomplish with leveling, shall we? Is the point of gaining levels to:</p><p></p><p>a) make the game more dynamic, so that characters can be changing and the types of challenges can evolve, and so that the players feel like they've 'won' something by playing; or</p><p>b) reflect how exposure to dangerous circumstances when combined with the proper training causes people to become better at surviving; or</p><p>c) increase the level of drama by giving the characters more impressive challenges as the story progresses; or</p><p>d) something else?</p><p></p><p>Basically this comes down to a really rough riff on the old Gamist-Simulationist-Narrativist ideology. Are you trying to make the game fun, trying to create a believable world, or trying to make the story interesting? Obviously all those aspects are involved, but you need to decide which you value most, and craft your leveling system accordingly.</p><p></p><p>I've written up some ideas along those lines, and I'll present them in my next post.</p><p></p><p> </p><p>The other element of this ruleset equation is the Experience Point issue. In 3e, XP represents training, plus some sort of mystical battery power that you can funnel into magic items to turn them on and spells to cast them. While it would be very daunting to rewrite swaths of the rules in order to alter this paradigm (and indeed, you might have tied that paradigm into the fabric of your game world's magic system), you should at least consider it.</p><p></p><p>You want some way to make magic item creation cost, as well as making powerful spells cost. The <em>simplest</em> way to fix this is to replace it all with a GP cost. According to the PHB (pg. 132, right column), 1 XP is worth 5gp. Maybe all you need to do is offer up items worth X gp in order to create a magic item, or maybe casting <em>wish</em> causes 25,000gp worth of stuff you own to turn to ash.</p><p></p><p>Understandably, the old 'age 5 years' balancing factor for <em>wish</em> in 2e is undesirable. What sort of other balances are there? Rewrite the spells so they don't need to be balanced? Ability burn? Hit point damage? A lot of times when I'm looking for ways to balance D&D rules material, I look to how powerful spells are balanced in Magic: the Gathering, because it has an <em>excellent</em> resource management ruleset.</p><p></p><p>Of course, all of these options might be unsavory because they represent too big of a departure. But I'm interested to hear what you think about them. I'll post more in a minute.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2830672, member: 63"] [size=3][b][hq]Taking a step back for a moment. . .[/hq][/b][hq][/hq][/size] I've got a head ache, so I had to skip the middle 30 posts or so, but I want to weigh in, since I'd never really pinned down my own leveling philosophy until recently. Previously, I'd just level the group whenever I felt they had faced about 13 challenges, or when the plot had hit a nice "We came, we saw, we kicked it's ASS" point. It's always good to tell the players, "Okay, you beat the big bad of this story arc. You level." Let's take a step back and consider what we're trying to accomplish with leveling, shall we? Is the point of gaining levels to: a) make the game more dynamic, so that characters can be changing and the types of challenges can evolve, and so that the players feel like they've 'won' something by playing; or b) reflect how exposure to dangerous circumstances when combined with the proper training causes people to become better at surviving; or c) increase the level of drama by giving the characters more impressive challenges as the story progresses; or d) something else? Basically this comes down to a really rough riff on the old Gamist-Simulationist-Narrativist ideology. Are you trying to make the game fun, trying to create a believable world, or trying to make the story interesting? Obviously all those aspects are involved, but you need to decide which you value most, and craft your leveling system accordingly. I've written up some ideas along those lines, and I'll present them in my next post. The other element of this ruleset equation is the Experience Point issue. In 3e, XP represents training, plus some sort of mystical battery power that you can funnel into magic items to turn them on and spells to cast them. While it would be very daunting to rewrite swaths of the rules in order to alter this paradigm (and indeed, you might have tied that paradigm into the fabric of your game world's magic system), you should at least consider it. You want some way to make magic item creation cost, as well as making powerful spells cost. The [i]simplest[/i] way to fix this is to replace it all with a GP cost. According to the PHB (pg. 132, right column), 1 XP is worth 5gp. Maybe all you need to do is offer up items worth X gp in order to create a magic item, or maybe casting [i]wish[/i] causes 25,000gp worth of stuff you own to turn to ash. Understandably, the old 'age 5 years' balancing factor for [i]wish[/i] in 2e is undesirable. What sort of other balances are there? Rewrite the spells so they don't need to be balanced? Ability burn? Hit point damage? A lot of times when I'm looking for ways to balance D&D rules material, I look to how powerful spells are balanced in Magic: the Gathering, because it has an [i]excellent[/i] resource management ruleset. Of course, all of these options might be unsavory because they represent too big of a departure. But I'm interested to hear what you think about them. I'll post more in a minute. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Calculating XP drives me crazy
Top