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*Dungeons & Dragons
In Defense of Milestone Leveling
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<blockquote data-quote="CleverNickName" data-source="post: 7572233" data-attributes="member: 50987"><p>Yep, this distinction is very important. In the campaign I am putting together, I will use Milestone Leveling. I will not award XP at all. (Guess I should update the title of this thread, huh?)</p><p></p><p>The players will gain levels when they pass certain points in the plot. Like the very first adventure will be escaping the intro dungeon by any means necessary...if they do, they gain a level. It won't matter if they fight their way out, sneak out unnoticed, or sweet-talk the guards and schmooze/buy/intimidate their way out, either way they all gain a level when they see daylight.</p><p></p><p>I like this system for a number of reasons, but the top three are:</p><p></p><p>1. Simplicity. One less thing to keep track of on the character sheets, one less thing for them to fuss over, one less thing for me to worry about.</p><p></p><p>2. Less guesswork. I know what level the party will be when they reach certain points of the story, so I can balance the adventures beforehand. No more late nights before a gaming session, rebalancing everything because someone isn't at the level I thought they would be.</p><p></p><p>3. More uniform rewards. When XP is rewarded only for combat, characters that focus on non-combat stuff tend to feel like they aren't contributing as much. (I suspect this is why the "DPR Rogue Build" became a thing.) This removes the illusion of some characters contributing more or less than any of the others.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 7572233, member: 50987"] Yep, this distinction is very important. In the campaign I am putting together, I will use Milestone Leveling. I will not award XP at all. (Guess I should update the title of this thread, huh?) The players will gain levels when they pass certain points in the plot. Like the very first adventure will be escaping the intro dungeon by any means necessary...if they do, they gain a level. It won't matter if they fight their way out, sneak out unnoticed, or sweet-talk the guards and schmooze/buy/intimidate their way out, either way they all gain a level when they see daylight. I like this system for a number of reasons, but the top three are: 1. Simplicity. One less thing to keep track of on the character sheets, one less thing for them to fuss over, one less thing for me to worry about. 2. Less guesswork. I know what level the party will be when they reach certain points of the story, so I can balance the adventures beforehand. No more late nights before a gaming session, rebalancing everything because someone isn't at the level I thought they would be. 3. More uniform rewards. When XP is rewarded only for combat, characters that focus on non-combat stuff tend to feel like they aren't contributing as much. (I suspect this is why the "DPR Rogue Build" became a thing.) This removes the illusion of some characters contributing more or less than any of the others. [/QUOTE]
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