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Just had a thought about xp
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<blockquote data-quote="LonePaladin" data-source="post: 3837575" data-attributes="member: 6963"><p>Yeah, I forgot to add that caveat. If your players are cool with it, by all means go for it. The people I've gamed with over the years like seeing that number, even if they only use it to gauge how close they are to advancing again.</p><p></p><p>My fiancee, in particular, likes to see rewards for good roleplaying, even if it's nothing more than an additional XP reward. In my next campaign, I'll be putting more emphasis on roleplaying anyway, and making sure that they get rewarded in other manners (such as in-character recognition, the ability to call in favors, that sort of thing).</p><p></p><p>In addition to changing the way I hand out XP awards (i.e., less emphasis on killing things), I'm changing how they keep track of it, though it doesn't really change things. Essentially, when they increase in level, they have to 'spend' XP equal to 1,000 × their current level. This simply means that the XP total they have written down is the amount over what they needed to make that level, so they won't have to deal with a large number at any time, and can easily see if they can spare any for spells or item creation. (One of the PCs will be an artificer, so XP costs will be a big deal for him.)</p></blockquote><p></p>
[QUOTE="LonePaladin, post: 3837575, member: 6963"] Yeah, I forgot to add that caveat. If your players are cool with it, by all means go for it. The people I've gamed with over the years like seeing that number, even if they only use it to gauge how close they are to advancing again. My fiancee, in particular, likes to see rewards for good roleplaying, even if it's nothing more than an additional XP reward. In my next campaign, I'll be putting more emphasis on roleplaying anyway, and making sure that they get rewarded in other manners (such as in-character recognition, the ability to call in favors, that sort of thing). In addition to changing the way I hand out XP awards (i.e., less emphasis on killing things), I'm changing how they keep track of it, though it doesn't really change things. Essentially, when they increase in level, they have to 'spend' XP equal to 1,000 × their current level. This simply means that the XP total they have written down is the amount over what they needed to make that level, so they won't have to deal with a large number at any time, and can easily see if they can spare any for spells or item creation. (One of the PCs will be an artificer, so XP costs will be a big deal for him.) [/QUOTE]
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