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How fast do your characters advance in level?
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<blockquote data-quote="Graybeard" data-source="post: 2641642" data-attributes="member: 21705"><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="Graybeard, post: 2641642, member: 21705"] 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. [/QUOTE]
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