Hi!
I use a no-xp system where the players gains level according to my whim. This is easy when I most often run pre-designed modules from Dungeon and the Internet. I run 3 adventures at level 8, then switch to level 9 and plays a level 9 adventure.
This summer I plan on playing CotSQ , a module from 10-18 level. The question arose as to when the players should gain levels? The module is in four parts, so I could conceiveably do something like this.
Part One: Begins at lvl 10, at some point gaining lvl 11 and in the end lvl 12.
Part two: starts out at 12, then 13 and finally 14
Part three: starts out at 14, then 15 and 16
Part four: starts out at 16, then 17 and upon completion turns 18.
Addressing those of you who have played at least some of it, prefferably the entirety, is this a good option? will this challenge the pc's throughout the module, or will some parts be tougher or easier?
I really don't want to go back to that totally unbalanced challenge rating system.
I use a no-xp system where the players gains level according to my whim. This is easy when I most often run pre-designed modules from Dungeon and the Internet. I run 3 adventures at level 8, then switch to level 9 and plays a level 9 adventure.
This summer I plan on playing CotSQ , a module from 10-18 level. The question arose as to when the players should gain levels? The module is in four parts, so I could conceiveably do something like this.
Part One: Begins at lvl 10, at some point gaining lvl 11 and in the end lvl 12.
Part two: starts out at 12, then 13 and finally 14
Part three: starts out at 14, then 15 and 16
Part four: starts out at 16, then 17 and upon completion turns 18.
Addressing those of you who have played at least some of it, prefferably the entirety, is this a good option? will this challenge the pc's throughout the module, or will some parts be tougher or easier?
I really don't want to go back to that totally unbalanced challenge rating system.