How fast do your characters advance in level?

Kuld said:
If you don't mind me asking, how do you determine XP for RPing and Story advancement? I have a few power gamers who'd rather hack and slash their way through an adventure, often complaining that some sessions have too much role-playing. Again, some of my players love to RP, so I tend to ignore them munchkins to a certain degree. However, if I could adequately reward the greedy little buggers for RPing, most of the complaints will disappear. As of right now, I usually reward a few hundred XP for good RPing, but I’m thinking it’s not enough…

I'm not Greybeard either but here's how I do it:

I view the game much like I would a movie and divide the events of the session into "scenes" (These are not pre-scripted scenes. I do this retrospectively at the end of the session.). I then classify each scene as having been Minor, Average or Major. I give a set amount of XP for each "severity" of scene based on the average party level. Thus a typical evening might be...

A Minor Combat Scene
An Average Roleplaying Scene
A Minor Exploration Scene
A Major Combat Scene
A Minor Roleplaying Scene

Each gets a set amount of XP and a Major Roleplaying Scene gets as much as a Major Combat Scene.
 

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Sebastian Francis said:
So, out of curiosity, how fast do your PCs advance in level? (And DMs, it would be helpful to hear from your side of the screen: how fast do you ALLOW PCs to advance in level?)

the character i play? Level up about every two months, which adds up to around every seix sessions or so.

the characters in games i run? Level up every three months (tho sometimes more rapidly in the first three months of a campaign) so averaging about eight to ten sessions per level.
 

Psion said:
kigmatzomat said:
Wow, you people must have combat like mad.

I don't use combat XP at all. I use the per hour method described in the dmg, and adjust for difficulty and player cleverness/roleplay.

Hmmm, I'll have to go look at that one. I started the game shortly after it's release and I wanted to use the "vanilla" rules. Though I really don't want the game to level up faster.

Crothian said:
I give out RP XP as well, but it is up top the players to do what they want. If they want a lot of combat I'm not going to deny that.

That's a valid play style but it doesn't mean I was wrong saying you must have combat like mad. ;)
 

kigmatzomat said:
That's a valid play style but it doesn't mean I was wrong saying you must have combat like mad. ;)

We don't have combat like mad though. We have fewer combats actually just against tougher opponents so it yields more XP.
 

My players gained two levels last session. They were astounded - I don't normally give out that much XP.

Generally it is about one level per three or four sessions. Given that my main campaign runs once per fortnight and the sessions are about 4 hours long, the rate feels slower than it actually is.

I've started running Age of Worms with another group, and after three sessions they'd reached level 3. (So, 1.5 sessions per level). I expect it to slow down significantly once they reach higher levels.

I prefer the first few levels going by fast - they're important to give the characters a sense of themselves, but they're not *that* interesting.

Cheers!
 

I keep track of all this info (because I'm interested to see the pattern):

Game Session 1
Start at 2nd level
1 combat (EL4)

Game Session 2
1 combat (EL 7)
Gain 3rd level

Game Session 3
3 combats (EL 5, 3, 5)

Game Session 4
2 combats (EL 6, 7)

Game Session 5
2 combats (EL 1, 7)
Gain 4th level

Game Session 6
3 combats (EL 1, 1, 7)

Game Session 7
1 combat (EL 4)

Game Session 8
3 combats (EL 2, 4, 3)

Game Session 9
2 combats (EL 6, 4)
Gain 5th level

Game Session 10
2 combats (EL 2, ~10)

Game Session 11
no combat

Game Session 12
2 combats (EL ~10, ~10) [had overpowering help]

Game Session 13
1 combat (EL 10)

Game Session 14
5 combats (EL 1, 1, 7, 9, 7)
Gain 6th level

Game Session 15
6 combats (EL *, 6, *, *, *, *) [small independent battles (think mirror of opposition, but not really)]

Game Session 16
no combat

Game Session 17
4 combats (EL 7, 6, 7, 6)

Game Session 18
3 combats (EL 4, 9, 8)

Game Session 19
5 combats (EL 6, 2, 7, 4, 5)

Game Session 20
7 combats (EL 7, 6, 6, 7, 3)
Gain 7th level

Game Session 21
2 combats (EL 6, 8)

Game Session 22
no combat

Game Session 23
no combat [1 major challenge overcome with Diplomacy]

Game Session 24
2 combats (EL 7, 6*) [second battle recurred 4 more times (monster respawned) until they learned how to overcome it by not fighting it]
Gained 8th level


So:

2 -> 3 = 2 sessions
3 -> 4 = 3 sessions
4 -> 5 = 4 sessions
5 -> 6 = 5 sessions
6 -> 7 = 6 sessions (and end over half way to 8th level)
7 -> 8 = 4 sessions

Averages out to 1 level per 4 sessions. This is using XP straight by the book.

Quasqueton
 
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Rel said:
I view the game much like I would a movie and divide the events of the session into "scenes" (These are not pre-scripted scenes. I do this retrospectively at the end of the session.). I then classify each scene as having been Minor, Average or Major. I give a set amount of XP for each "severity" of scene based on the average party level. Thus a typical evening might be...

A Minor Combat Scene
An Average Roleplaying Scene
A Minor Exploration Scene
A Major Combat Scene
A Minor Roleplaying Scene

Each gets a set amount of XP and a Major Roleplaying Scene gets as much as a Major Combat Scene.
Huh, I had no idea all this time I have been handing out XP using the Rel Method (tm)! ;-) This is how I did it in my last campaign, but I've always felt it lacked precision, and here you've made it sound so nicely codified. Do you have any descriptive guidelines you can share that go along with the above? (If not, care to help me build some?)

ironregime
 

Kuld said:
If you don't mind me asking, how do you determine XP for RPing and Story advancement? I have a few power gamers who'd rather hack and slash their way through an adventure, often complaining that some sessions have too much role-playing. Again, some of my players love to RP, so I tend to ignore them munchkins to a certain degree. However, if I could adequately reward the greedy little buggers for RPing, most of the complaints will disappear. As of right now, I usually reward a few hundred XP for good RPing, but I’m thinking it’s not enough…

Basicly, I use my own judgement. If a PC does something really well that advances the story, I will award that player with anywhere from 100 to 250 XP. For excellent role playing, I will give the same. For example, in a recent encounter, I had a PC who was in a difficult situation. The group had gone to a party at a well respected playwrights house. They had information that the daughter of a local baker was being held prisoner there. One of the PCs found the woman being held in a storage shed. He had to get her offf the grounds without alerting the guards. He decided to walk out the front gate. The guards posted there questioned him. I decided to give him a reasonable chance of getting out of the situation with a good excuse and good role playing. What the player did was had the girl take off her clothes and put his tunic/jacket on instead. He told the guards that they had slipped away from the party to be alone. He explained that they had been attacked by a wild animal. The two of them were covered with small cuts and scrapes and bruises from trying to run through the grounds of the estate in the dark. The player was quite convincing with his story. I gave the guards a positive modifier to their sense motive and had the player roll bluff. The guards believed him and went off to search for the animal. I gave him an extra 100 XP for that. I find that it encourages more NPC interaction and role playing. I gave another player extra XP for getting the group more enemies. It was a simple merchant type situation where the PC was trying to sell a very ornate dagger to a weapon merchant. The merchant balked at the price the PC was asking for (500 gold) and offered a trade of a masterwork battleaxe. The PC refused, thinking the axe was an ordinary axe. The merchants guards walked closer to the PC. The PC, fearing an attack from behind, attacked them instead. The merchant escaped and the guards lived. Thus creating more enemies for the PCs.

I am fortunate that my players are good role players. One of my players, who was more interested in combat, has since become really interested in the story and the intrigue I lace into it.

I think if you start giving extra XP or, items, to your role players, you will encourage the hack and slash ones to rethink their opinions.

Good luck.
 

Kuld said:
If you don't mind me asking, how do you determine XP for RPing and Story advancement? I have a few power gamers who'd rather hack and slash their way through an adventure, often complaining that some sessions have too much role-playing. Again, some of my players love to RP, so I tend to ignore them munchkins to a certain degree. However, if I could adequately reward the greedy little buggers for RPing, most of the complaints will disappear. As of right now, I usually reward a few hundred XP for good RPing, but I’m thinking it’s not enough…

I modify the GURPS system thusly:

For good roleplaying in the character's concept as previously stated by the player: 25 to 75 x character level

For excellent roleplaying that may have had the potential to interfere with overall goals (like winning against the bad guys without dying): 100-125 x character level

For poor roleplaying, acting out of character, wrecking suspension of disbelief, gross metagaming, etc.: -25 to -125 x character level (cannot reduce RP XP below 0)

For successful completion of a character goal that doesn't have to do with combat and which comprises the major story event for the session (eg. returning the stolen mcguffin to its rightful owner, defusing tensions at the diplomatic conference, winning the final round of the chess tournament against the villain while the rest of the party unravels his fiendish plans, etc.): 50 to 100 x character level

For failure or partial failure of above: -25 to -50 x character level (cannot reduce RP XP below 0)

For disastrous failure of above: -75 to -125 x character level (cannot reduce RP XP below 0)

For clever action or solution to specific problem, so long as the clever solution is in character (a clever solution for a dumb character is probably going to involve breaking something or being "the distraction"): 25 x character level per occasion

Sometimes these rewards come for use of skills rather than role-playing, but the theme here is assigning concrete value to ephemeral goals and objectives as well as in-character decision making. Values are based on the free-form XP awards rule. Where it says stuff like 25-50 x character level, that really means 1 or 2 x 25 x character level, so that awards are given in 25 x character level increments. It makes adjudicating easier to keep XP awards in discrete quanta. It also means that if a character roleplays reasonably well during a session, they're likely to end up with one balanced encounter's worth of XP.

I take away points for bad roleplaying, and also for just royally screwing up non-combat encounters. Of course, you could role-play well and screw up, in which case you'll probably get some award, or you could succeed by playing out of character, in which case some reward is also forthcoming. I put the emphasis on good roleplaying over success. I never take away XP the players have already earned (i.e. no negative RP awards), but I do wield the stick and the carrot with equal ferocity. "Disastrous failure" above indicates to me that the player in question was either not even trying, or was actively working to undermine his own character goals just to be disruptive. It's essentially a warning that such behaviour isn't looked upon with indifference. It's a sort of yellow card, indicating a red one might be forthcoming.
 

Looks like I fit the pattern

4 - 5 hour per game session
Levels 1-3 every other session we advanced.

Levels 4-8 every 4-5 sessions

Levels 9- 10 Every 3 sessions (very combat / trap heavy)

We have been playing for 14 months, missed maybe two sessions in that time, play every other week for 4-5 hours.
 

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