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General Tabletop Discussion
*Dungeons & Dragons
Hot to handle level progression in Princes of the Apocalypse (or sandbox adventures in general)
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<blockquote data-quote="Greg Benage" data-source="post: 6592632" data-attributes="member: 93631"><p>Regarding level advancement in PotA and the most open forms of sandbox campaigns, I prefer session-based leveling. Most any other mechanism -- monster xp, quest xp, milestones, gold, etc. -- will incent the players to focus on certain activities (e.g. killing monsters, completing quests, hitting the next plot point, looting treasure). Session-based advancement means they're rewarded with the same level progression no matter what they do, and that's kind of the point of a sandbox campaign. It also makes it easy for the DM to plan: "I want this 1-20 campaign to run about a year of weekly sessions, so we'll average 2.5 sessions per level."</p><p></p><p>(Yes, this will get weird if the PCs sit around in the bar drinking ale and playing poker for several sessions. I've never had that problem, because I've found that most players play D&D to go on adventures.)</p><p></p><p>Finally, for me as a player, the possibility of level-disproportionate challenges is a big part of the appeal of a sandbox campaign, because this trait prioritizes some of my favorite things: research/lore, planning, recon/scouting. Perhaps even to the point of subordinating the combat pillar to the exploration pillar. Love it.</p></blockquote><p></p>
[QUOTE="Greg Benage, post: 6592632, member: 93631"] Regarding level advancement in PotA and the most open forms of sandbox campaigns, I prefer session-based leveling. Most any other mechanism -- monster xp, quest xp, milestones, gold, etc. -- will incent the players to focus on certain activities (e.g. killing monsters, completing quests, hitting the next plot point, looting treasure). Session-based advancement means they're rewarded with the same level progression no matter what they do, and that's kind of the point of a sandbox campaign. It also makes it easy for the DM to plan: "I want this 1-20 campaign to run about a year of weekly sessions, so we'll average 2.5 sessions per level." (Yes, this will get weird if the PCs sit around in the bar drinking ale and playing poker for several sessions. I've never had that problem, because I've found that most players play D&D to go on adventures.) Finally, for me as a player, the possibility of level-disproportionate challenges is a big part of the appeal of a sandbox campaign, because this trait prioritizes some of my favorite things: research/lore, planning, recon/scouting. Perhaps even to the point of subordinating the combat pillar to the exploration pillar. Love it. [/QUOTE]
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General Tabletop Discussion
*Dungeons & Dragons
Hot to handle level progression in Princes of the Apocalypse (or sandbox adventures in general)
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