Experience Points? Who Needs 'Em? My 4E Eberron Campaign

drscott46

First Post
So I thought I'd post a little summary of the 4E Eberron campaign I've been running for the past six months. My players are all veterans of several editions of D&D and comfortable with 4E mechanics and battle tactics. In order to speed up level progression, we all came to an agreement:

We do not count experience points.

Instead, I simply notify the players when their PCs have earned enough experience to advance. We've had 14 play sessions and the PCs are level 7, so the average is roughly one level per two sessions. Everyone seems happy with this increased rate of advancement. Absent players, instead of missing XP, simply don't get whatever treasure is found during the session they miss. They can accept hand-me downs, but that's all. (This particular party contains an artificer who simply "melts down" unusable or unwanted magic items and creates new ones to order. This also has the great side effect of keeping me from having to do as much tailoring of treasure to specific PCs.) I am open to the idea of having PCs advance even faster than once every other session if the group's exploits warrant it.

We've managed to complete three full adventures to date: the introductory adventure in the 4E Eberron Campaign Guide, Seekers of the Ashen Crown, and a conversion of "Steel Shadows" from Dungeon #115. Currently they are knee-deep in "Heart of the Forbidden Forge" from Dungeon #167. I did strip out some of the superfluous encounters from Seekers- generally all of the 4E WotC module packages benefit from this treatment- but still allowed the PCs to be level 5 for the finale (they moved to 6th upon its completion). All worked decently well.

The biggest difference in play seems to be that players sometimes prone to "XP greed" are much more likely to seek parley or other non-combat solutions to problems. This helps both play variety as well as speed.

I was wondering if anyone else has run a no-XP campaign. It's pretty much a system-agnostic concept. For those who have, were there any negative side effects? What worked well for you?
 

log in or register to remove this ad

My impression is that this is fairly common. Not >50% common, but common nontheless. I like your advancement rate, personally. Keeps things fresh. So long as you don't run out of levels before you run out of campaign.
 

We do the same! My PCs level once every five (three hour) sessions. It works beautifully. We did the same in our 3e campaign, except people levelled once every 10-12 sessions and we used an action point economy to power xp-linked spells (like wish) to to make magic items.

My speed of level advancement is carefully planned to limit the campaign to six years. I figure that we play every other week, or 25 times a year, so they'll hit paragon tier after two years. The group is poised to hit 7th level right now.
 

I used to do the same back in... High school, I think. Gave levels to the players when I found it appropriate.

Nowadays, I believe in the slower progression offered by experience points (when it comes to DnD and Pathfinder's suggested XP value, anyways). I have found that players enjoyed getting the points as a measure of the risk they faced or challenge they bested. It gives them a numerical value to boast about.
 


We do this too. Since 3E put all classes on the same experience chart, and 4E dispensed with the XP cost mechanic, there's simply no reason to bother tracking XP any more.
 

Six years might be pushing it a bit, for my taste, but then again, I'm not one to continue a game passed level 12-ish back in the d20 system.

Although, yeah, giving away levels too quickly will make players appreciate their character less, essentially preventing them from truly mastering a stage of their character's development before entering another. Slower leveling leads to better tactics.
 


Although, yeah, giving away levels too quickly will make players appreciate their character less, essentially preventing them from truly mastering a stage of their character's development before entering another. Slower leveling leads to better tactics.

I worried about this before starting the campaign, but I don't think the effects caused at the table are any worse than 4E's "retraining" concept. The benefits of allowing players to a) try out new powers without being stuck with them forever and b) correct faulty builds midstream outweigh any extra puzzling we might have at the battlemat. I simply rule-zero through whatever I have to and then look stuff up in-between sessions to be "official".
 

I used XP in the first 3 games or so of my first 4e campaign - haven't used them since then (I'm now 7 games into campaign #2).

The two campaigns I play in do not use them either.
 

Remove ads

Top