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Erik Mona's Lo-Fi Experience System

Michael Silverbane said:
I'm not entirely convinced of the neccessity of limiting Developmental XP gain to once per level, but I can see where some limitation on it might be required.

Mostly I did it that way so that there is limited utility in one player hogging the spotlight. With eight players the group _constantly_ splits up so that everyone can have their little moment in the sun, and it can get quite infuriating. While I want everyone to participate and develop their characters, sitting around and waiting for your turn to "go" is one of the boringest parts of D&D, and it leads to lots of off-topic table-chatter.

Limiting the number of beers consumed at the table would probably also cut down on the chatter, but we are, after all, only human.

--Erik
 

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Aus_Snow said:
Admittedly, I don't run for 8 players simultaneously (at the moment) - but still, I'm just wondering in what way the core d20 XP system is "clunky", and where all this paperwork comes in.

It's just a lot of work to produce numbers that could easily have a couple of zeroes knocked off the back of them. The whole thing is based on arbitrary assumptions (such as the CR system), and if it's going to be arbitrary I'd prefer it be less complex.

I also think that XP should be calculated per EL and not CR (and I think many, many players do it that way anyhow). But my way is easier, which hits the spot for what I've been looking for.

--Erik
 

I just use something like the regular system and assign roleplaying or other actions a CR of plus or minus 2 to the average party level.

After the game I simply enter the various CR's overcome in a Google Spreadsheet, and it automatically updates the group's xp. My players can then check in as they see fit.

Here's a sample.
 

I should also note that item creation is probably my least favorite part of D&D for a handfull of reasons I'll likely expound upon later.

Suffice it to say that when I revamp the item creation rules it will be in a way that doesn't cripple the PCs who want to use the ability and that doesn't slow the game down to a crawl while the PC basically takes himself out of play for an arbitrary amount of time.

So making the item creation rules work with this wasn't a priority.

--Erik
 

I've started just handing out a set amount of XP per session so as to keep PCs advancing at the rate I want them to. I doubt I'll ever use anything else.
 

Calculating XP - just another reason to switch to a bastardized system like True20. As Seeten mention with M&M, you have the players level up after they complete a significant story arc.

With True20, I can focus on providing a well-rounded adventure with different types of challenges and the players can more easily engage in evenings of character interaction without the nagging urge to kill things just to level up.

Another thing my players noticed with the move away from XP calculations, they are more likely to take prisoners for interogation (and let loose later) or not feel the need to chase down any foes that flee to finish the job. :)

As you can tell from my sig, I like games where the focus is on the story rather than killing things!
 

Similar to what a few other posters have done, my group has stopped tracking XP. Every character simply gains a level at the end of each "adventure", which could span one or more sessions. Magic item creation feats simply give a 25% discount off the market price of a magic item. XP costs from spells are converted to GP costs.
 

Michael Silverbane said:
Of course, I don't use XP at all in the games that I run, using a system with Action Points similar to that which PirateCat uses.
No kidding? Neat!

Erik, your blog is bookmarked. :D
 


I could see how it makes the process a little bit faster. If it were not for item creation and spell costs I might go to something similar. Oh sure you could convert those things, but I thought the point was to avoid monotonous number crunching? ;)
 

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