ChrisCarlson
First Post
Not buying the whole premise of the OP. Smells more like spam.
It usually takes one session to make it from 1 to 2. I calculate xp for a level per 2 to 3 sessions. I don't use encounter guidelines. I calculate the xp I need for them to level, then create encounters that will supply it. I also give xp for defeating an encounter with good role-playing or bypassing it. Xp is not a tangible thing. It represents nothing real. It's an intangible, relative method of player improvement. There is absolute no need to follow any hard, fast method for giving xp. You should not gain xp solely for combat. Plenty of challenges or roleplaying experiences should cause a player to improve. I don't see any problem with the system unless you are following it like it's a science. That means you haven't read the other parts of the book that recommend advancement through means other than combat.
It's supposed to represent the combat experience that the character gains by trying to fight scary monsters, while not being killed in the process. In that sense, it makes sense that the characters should only gain experience from combat. That's why you gain so much more experience from wading into a room full of zombies, and so much less for just burning down the whole building.Xp is not a tangible thing. It represents nothing real. It's an intangible, relative method of player improvement.
It's supposed to represent the combat experience that the character gains by trying to fight scary monsters, while not being killed in the process. In that sense, it makes sense that the characters should only gain experience from combat. That's why you gain so much more experience from wading into a room full of zombies, and so much less for just burning down the whole building.
If you hand out experience points for role-playing, or cleverly bypassing an obstacle without ever lifting your sword, then it stops being that. At some point, it becomes meaningless meta-game currency.
If you hand out experience points for role-playing, or cleverly bypassing an obstacle without ever lifting your sword, then it stops being that. At some point, it becomes meaningless meta-game currency.