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Story Hour
JollyDoc's Shackled City
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<blockquote data-quote="sithramir" data-source="post: 1181208" data-attributes="member: 12183"><p>I would personally suggest scaling the adventure with all the suggestions they gave in the magazine but keeping the exp the same as it would normally be if it wasn't scaled.</p><p></p><p> You may see this as unfair to an extent but it has two things that will occur:</p><p></p><p>1st) They are getting less exp than they would have if they had been the correct level since they are higher level and due to that would not get as much exp.</p><p></p><p>2nd) They will then end up at the end having the ammount of exp that they were supposed to have or closer to it due to 1.</p><p></p><p></p><p>THEN! I would calculate the exp they would have made if you gave them scaled exp (subtracting what they already got) and use this "extra" exp as bonus exp to given based on role playing purposes, etc. </p><p></p><p> This way you now can give them the same exp and have them be a bit higher only if you choose to. If you choose not they will end up being where they are supposed to be in the adventure paths. But it also reminds them to worry more about the fun and role playing than the exp from any specific battle.</p><p></p><p> This works particularly well in my campaign as I do have some power players (and I power play my NPC's) but I like to keep the role playing to a maximum if possible and remind them that this isn't just "I want my lvl 12 this session so lets smite big things quicker". </p><p></p><p> I don't see that at all in yours but while my role playing is good its not great and it gives me more control of exp without actually cheating them for what they've accomplished.</p></blockquote><p></p>
[QUOTE="sithramir, post: 1181208, member: 12183"] I would personally suggest scaling the adventure with all the suggestions they gave in the magazine but keeping the exp the same as it would normally be if it wasn't scaled. You may see this as unfair to an extent but it has two things that will occur: 1st) They are getting less exp than they would have if they had been the correct level since they are higher level and due to that would not get as much exp. 2nd) They will then end up at the end having the ammount of exp that they were supposed to have or closer to it due to 1. THEN! I would calculate the exp they would have made if you gave them scaled exp (subtracting what they already got) and use this "extra" exp as bonus exp to given based on role playing purposes, etc. This way you now can give them the same exp and have them be a bit higher only if you choose to. If you choose not they will end up being where they are supposed to be in the adventure paths. But it also reminds them to worry more about the fun and role playing than the exp from any specific battle. This works particularly well in my campaign as I do have some power players (and I power play my NPC's) but I like to keep the role playing to a maximum if possible and remind them that this isn't just "I want my lvl 12 this session so lets smite big things quicker". I don't see that at all in yours but while my role playing is good its not great and it gives me more control of exp without actually cheating them for what they've accomplished. [/QUOTE]
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