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Experience Matters - The benefits of XP
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<blockquote data-quote="Lanefan" data-source="post: 9026102" data-attributes="member: 29398"><p>No, but being forced to complete a <em>specific</em> quest in order to level up is. As in, the DM lets it be known the next milestone will come when the princess is rescued, which means that no matter what else they do - or might want to do - sooner or later they have to rescue the princess if they ever want to level up.</p><p></p><p>What I was pushing back against was someone's idea upthread that suggested telling the players where the next milestone is so they'll know to go there.</p><p></p><p>Some other options, which I personally would never use but are still out there, are:</p><p>--- levelling every x-number of non-downtime sessions pretty much no matter what they do and without regard to where they might be in an given plot or adventure at the time</p><p>--- if the campaign consists of discrete adventures, levelling up at the completion of each adventure no matter what that adventure might be</p><p></p><p>These options still don't solve the problem of a character getting xp (in form of levels) that hasn't earned them.</p><p></p><p>The big problem I have with adventures that need the PCs to level up is that it almost hard-forces a certain speed of advancement even if that's not what the DM wants. For example, one of the tricks I use for making a campaign last longer is to greatly slow down the advancement rate, which runs into trouble if I want to use any of the published modules...unless of course I just accept the fact that the early parts of that adventure might be a cakewalk for the PCs and the latter parts might be above their heads. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I don't like being forced to stay on track. If the DM wants us to do mission A but we instead go off and do just-as-risky mission B we should get (roughly) the same xp for it; but this just can't happen with hard-coded milestones.</p><p></p><p>I also push back against milestone levelling in favour of individual xp so as to allow characters to come and go as the players desire; and to not have it that characters get xp while they're dead or otherwise not adventuring for a while; and because I'm a bit chaotic and want to occasionally see elements arise in the game that bestow or remove xp or levels to lucky or unlucky individual characters (e.g. Deck of Many Things, level drain effects, magic surges, etc.).</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9026102, member: 29398"] No, but being forced to complete a [I]specific[/I] quest in order to level up is. As in, the DM lets it be known the next milestone will come when the princess is rescued, which means that no matter what else they do - or might want to do - sooner or later they have to rescue the princess if they ever want to level up. What I was pushing back against was someone's idea upthread that suggested telling the players where the next milestone is so they'll know to go there. Some other options, which I personally would never use but are still out there, are: --- levelling every x-number of non-downtime sessions pretty much no matter what they do and without regard to where they might be in an given plot or adventure at the time --- if the campaign consists of discrete adventures, levelling up at the completion of each adventure no matter what that adventure might be These options still don't solve the problem of a character getting xp (in form of levels) that hasn't earned them. The big problem I have with adventures that need the PCs to level up is that it almost hard-forces a certain speed of advancement even if that's not what the DM wants. For example, one of the tricks I use for making a campaign last longer is to greatly slow down the advancement rate, which runs into trouble if I want to use any of the published modules...unless of course I just accept the fact that the early parts of that adventure might be a cakewalk for the PCs and the latter parts might be above their heads. :) I don't like being forced to stay on track. If the DM wants us to do mission A but we instead go off and do just-as-risky mission B we should get (roughly) the same xp for it; but this just can't happen with hard-coded milestones. I also push back against milestone levelling in favour of individual xp so as to allow characters to come and go as the players desire; and to not have it that characters get xp while they're dead or otherwise not adventuring for a while; and because I'm a bit chaotic and want to occasionally see elements arise in the game that bestow or remove xp or levels to lucky or unlucky individual characters (e.g. Deck of Many Things, level drain effects, magic surges, etc.). [/QUOTE]
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