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EXP - What's Your Method?
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<blockquote data-quote="the_bruiser" data-source="post: 1485063" data-attributes="member: 6126"><p>I'm curious how many people pay close attention to ELs of opponents, average</p><p>party level, and number of characters when it's time to give experience.</p><p>Our group never has, and it seems like it would be a pain - further, it</p><p>would seem to undervalue the sessions where there is little or no combat. I</p><p>certainly don't want my players to think, "Gosh, that was fun, but I want to</p><p>kill something or my character will never get better!" Obviously you can</p><p>get around this with storyline or individual EXP bonuses for good</p><p>roleplaying, but our group does it a little bit differently. </p><p></p><p>Here's our system: </p><p></p><p>On average, I have arbitrarily determined that the average party member will</p><p>go up a level *on average*, *over time*, approximately once per three game</p><p>sessions. Every session gets marked with either a "1," a "2," or a "3,"</p><p>with me (the DM) trying to keep an average close to 2. A great combat,</p><p>great role-playing initiatives from the party, crucial campaign moments,</p><p>etc., merit a 3. The sessions where it takes longer to get started, players</p><p>are less involved or distracted, and little significant combat occurs are</p><p>granted a 1. 'Normal' nights get a 2. </p><p></p><p>Then, each character present gets an amount of EXP equal to: average</p><p>character level * 1000 * X/6, where X is the quality and excitement of that</p><p>night's play. As long as X averages close to 2 over time, then they'll</p><p>advance roughly one level every three sessions. Note that we might have</p><p>five consecutive '1's and have no advancement, or two consecutive '3's for a</p><p>quicker level. </p><p></p><p>This gets us to a pace I like, and allows me to make a more holistic,</p><p>top-level judgement regarding not just combat results, but also player</p><p>involvement and role-playing quality. And, to my players, they know that</p><p>their EXP will be (to some extent!) by the *nature* of the session, and more</p><p>by things under their own control. And yes, I do give individual awards for</p><p>preparation of background material, quality role-playing, etc., so that</p><p>quality individual accomplishments are also rewarded, though I don't do as</p><p>good a job of this as I would like. </p><p></p><p>One might argue that this method kind of hurts the party's ability to</p><p>advance super-quickly through great action over time, since they'll never</p><p>exceed or fall behind +1 level / 3 sessions over the long term. To some</p><p>extent this is true regarding level advancement, but I should note that I do</p><p>give significant in-game rewards (such as treasure, reputation, followers)</p><p>from which they do benefit should they consistently outperform, so it's not</p><p>like they're shackled and their performance becomes meaningless. </p><p></p><p>Anyway, just curious as to other people's thoughts, both on this system and</p><p>regarding what they do. I'm pretty good at intuitively balancing foes for</p><p>our party, so for me CL is almost a non-factor entirely. </p><p></p><p>PS - If anybody in Charlotte, NC is looking to join a game, let me know - we</p><p>currently have four players plus me, but one of those players is moving away</p><p>this summer and we really like having a group of five.</p></blockquote><p></p>
[QUOTE="the_bruiser, post: 1485063, member: 6126"] I'm curious how many people pay close attention to ELs of opponents, average party level, and number of characters when it's time to give experience. Our group never has, and it seems like it would be a pain - further, it would seem to undervalue the sessions where there is little or no combat. I certainly don't want my players to think, "Gosh, that was fun, but I want to kill something or my character will never get better!" Obviously you can get around this with storyline or individual EXP bonuses for good roleplaying, but our group does it a little bit differently. Here's our system: On average, I have arbitrarily determined that the average party member will go up a level *on average*, *over time*, approximately once per three game sessions. Every session gets marked with either a "1," a "2," or a "3," with me (the DM) trying to keep an average close to 2. A great combat, great role-playing initiatives from the party, crucial campaign moments, etc., merit a 3. The sessions where it takes longer to get started, players are less involved or distracted, and little significant combat occurs are granted a 1. 'Normal' nights get a 2. Then, each character present gets an amount of EXP equal to: average character level * 1000 * X/6, where X is the quality and excitement of that night's play. As long as X averages close to 2 over time, then they'll advance roughly one level every three sessions. Note that we might have five consecutive '1's and have no advancement, or two consecutive '3's for a quicker level. This gets us to a pace I like, and allows me to make a more holistic, top-level judgement regarding not just combat results, but also player involvement and role-playing quality. And, to my players, they know that their EXP will be (to some extent!) by the *nature* of the session, and more by things under their own control. And yes, I do give individual awards for preparation of background material, quality role-playing, etc., so that quality individual accomplishments are also rewarded, though I don't do as good a job of this as I would like. One might argue that this method kind of hurts the party's ability to advance super-quickly through great action over time, since they'll never exceed or fall behind +1 level / 3 sessions over the long term. To some extent this is true regarding level advancement, but I should note that I do give significant in-game rewards (such as treasure, reputation, followers) from which they do benefit should they consistently outperform, so it's not like they're shackled and their performance becomes meaningless. Anyway, just curious as to other people's thoughts, both on this system and regarding what they do. I'm pretty good at intuitively balancing foes for our party, so for me CL is almost a non-factor entirely. PS - If anybody in Charlotte, NC is looking to join a game, let me know - we currently have four players plus me, but one of those players is moving away this summer and we really like having a group of five. [/QUOTE]
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