Li Shenron
Legend
I am shocked to read how much you guys care for your "XP prize"... did you notice at least that the gp treasure isn't real? :\
Frankly I am glad that in our gaming group we treat experience in a very relaxed way. Yes, we too have some sort of "rules" for it, incidentally they are that you get xp only when you play, but there's no "punishment" inherent with missing a session, it's just a common practice which guarantess some occasional differences in the party's characters.
Eventually I would see no problem is freely raising the level of someone who has lagged behind and seems to be lost effectiveness in the action. As a matter of fact, after enough years of gaming when I DM I often just ask the players if they feel they need a level increase to try something new or they prefer to wait and improve their strategy more.
We still use CRs as guidelines, but all is really a matter of (1) keeping the party in line with the difficulty of the adventure, and (2) keeping the party level adequate with what players want, because the higher the level the more complex is the game, and how fun it is depends on how the players can manage the complexity so that it's neither too easy nor overwhelming.
Frankly I am glad that in our gaming group we treat experience in a very relaxed way. Yes, we too have some sort of "rules" for it, incidentally they are that you get xp only when you play, but there's no "punishment" inherent with missing a session, it's just a common practice which guarantess some occasional differences in the party's characters.
Eventually I would see no problem is freely raising the level of someone who has lagged behind and seems to be lost effectiveness in the action. As a matter of fact, after enough years of gaming when I DM I often just ask the players if they feel they need a level increase to try something new or they prefer to wait and improve their strategy more.
We still use CRs as guidelines, but all is really a matter of (1) keeping the party in line with the difficulty of the adventure, and (2) keeping the party level adequate with what players want, because the higher the level the more complex is the game, and how fun it is depends on how the players can manage the complexity so that it's neither too easy nor overwhelming.