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Erik Mona's Lo-Fi Experience System

Pogre,

Well it's easier to ignore if you a) find ways to not use XP and b) compensate by massive gold and power expenditures.
 

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Erik Mona said:
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.

Like I said in the blog's comments (as anonymous -- no Livejournal ID) -- I find your ideas intriguing, etc. ;)

I'd like to see your item creation rules.
 

shilsen said:
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.


There you go. Simple, fair, and gets the job done.
 


My group, including campaigns under three different GM's, has pretty much stopped using the xp system. Depending on the GM, we either give out a number at the end of each session or a fraction of a level, based on your evaluation of the session.

And just chuck the xp cost system for item creation. If the wizard makes an item for the party's paladin, why should the wizard incur the entire xp costs? And if its okay [in your mind] to split the xp cost amongst the paladin and wizard, then you might as well split the costs amongst the whole party.

Alternatively, the Hypertext D20 SRD has an xp by encounter calculator.
http://www.d20srd.org/encounterCalculator.htm
 

Crothian said:
I've found that the current XP system takes about 10 minutes to figure XP. I just make sure I write down the Crs of all the challenges they face and looking them up is pretty simple.
I go one step further, and write in my notes, "X XP for all participants" and divide it up the moment the challenge is overcome. I can never find that freaking page in the 3.5 DMG; it really feels like it's in a not-useful spot. Hell, I'd go so far as to have printed it on the inside cover, if I were WotC.
 

It is interesting to me how many posters here and on my blog have scrapped the experience system entirely.

Is there any other "foundational" part of the third edition rules that you have also scrapped or modified to this extent?

--Erik
 

I GM a party of 10 players, and keep extansive notes and am always keeping 3"x 5" cards of important info, which seriously helps. I haven't tweaked the XP system at all. The only thing I may do in 'quick-shots' (a campaign that spans five or less adventures) is hand out ad-hoc experience, which helps the characters level on a basis equivalent to the next challenge.
 

Ya know, I kinda like multiplying and adding, and doing it twice if I there's a level disparity. I do find your way intriguing, though.

And I've bookmarked your blog. Been meaning to do that anyway.
 

Looks good, but I'd add in some more granularity there so that you could get rewarded appropriately for really tough encounters (EL = APL +4 or so).

I like that feeling when you're thinking about going into a really tough encounter: "We stand a good chance of dying, but think of all the XP!"
 

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