Kershek
Sci-Fi Newshound
This is a question about the merits and problems of giving individual XP awards in a standardized D&D that we call D&D 3E.
In 3E, they've "standardized" a lot of things, including the progression for all character classes. It appears that the designers want to see everyone at the same level or very close in level to each other, because in the game balance they are all similar in abilities and can be better matched up with creatures that use a CR rating (which, in itself, is an abstract standardization).
In a game I'm running with 7th level characters, I've tried to keep away from individual experience gains. What's good for one is good for the group and they all benefit. For instance, a rogue removes a trap but doesn't get all the XP for it. The barbarian might get the most kills, etc. We're playing in the FR and I'm using XP distribution from that book so that those raised from the dead and spellcasters who get behind in levels from item making will eventually catch up.
I've stated in the game that people can't get individual experience points (from soloing between adventures, etc.) because that will undermine the penalty of lost xp from item creation and the penalty that death sets you back. This has not been a real issue up to this point.
However, there was an incident where some bad guys were following the group and the rogue went off to go meet up with her guild on her own. The baddies followed her and attacked while the others were in a different part of town. She barely succeeded in killing them. I gave 262 experience to the party and no one complained (not even the rogue).
Now, if I had awarded her experience solo, it would have been 1048 - much greater! And then she would have been ahead of the group. However, it leaves a bad taste in my mouth to short change her by spreading the wealth and giving xp to characters who weren't even involved.
As a rogue, she has more opportunity to go and get into trouble like this and rack up more experience. Then the wizard player could complain that he's the one behind and needs the experience and wants some solo play (undermining his magic item xp loss). Then the cleric could complain that his death has set him back and needs xp as well. You see where this is going. Instead of acting like a team, everyone starts putting "me first."
Then let's say the wizard dies (like he just did last session). When he comes back, he's the furthest behind due to the death and item creation. Now he doesn't want to create any more items for other characters since he feels he'll never "catch up" to the group and always be one hit away from death because of his low hit points. If he died again, he would probably quit.
How do you deal with this? Just keep spreading out xp like I've been doing with a grimace? Allow side quests only if you're more than a level behind so that you're not a dependent in the group? Give out individual xp if the situation arises but tell people they can't solo and then artificially ensure they get singled out by some contrived plot device (yeah, like they won't notice that one)?
This is a tough one. I would be grateful for any opinions.
In 3E, they've "standardized" a lot of things, including the progression for all character classes. It appears that the designers want to see everyone at the same level or very close in level to each other, because in the game balance they are all similar in abilities and can be better matched up with creatures that use a CR rating (which, in itself, is an abstract standardization).
In a game I'm running with 7th level characters, I've tried to keep away from individual experience gains. What's good for one is good for the group and they all benefit. For instance, a rogue removes a trap but doesn't get all the XP for it. The barbarian might get the most kills, etc. We're playing in the FR and I'm using XP distribution from that book so that those raised from the dead and spellcasters who get behind in levels from item making will eventually catch up.
I've stated in the game that people can't get individual experience points (from soloing between adventures, etc.) because that will undermine the penalty of lost xp from item creation and the penalty that death sets you back. This has not been a real issue up to this point.
However, there was an incident where some bad guys were following the group and the rogue went off to go meet up with her guild on her own. The baddies followed her and attacked while the others were in a different part of town. She barely succeeded in killing them. I gave 262 experience to the party and no one complained (not even the rogue).
Now, if I had awarded her experience solo, it would have been 1048 - much greater! And then she would have been ahead of the group. However, it leaves a bad taste in my mouth to short change her by spreading the wealth and giving xp to characters who weren't even involved.
As a rogue, she has more opportunity to go and get into trouble like this and rack up more experience. Then the wizard player could complain that he's the one behind and needs the experience and wants some solo play (undermining his magic item xp loss). Then the cleric could complain that his death has set him back and needs xp as well. You see where this is going. Instead of acting like a team, everyone starts putting "me first."
Then let's say the wizard dies (like he just did last session). When he comes back, he's the furthest behind due to the death and item creation. Now he doesn't want to create any more items for other characters since he feels he'll never "catch up" to the group and always be one hit away from death because of his low hit points. If he died again, he would probably quit.
How do you deal with this? Just keep spreading out xp like I've been doing with a grimace? Allow side quests only if you're more than a level behind so that you're not a dependent in the group? Give out individual xp if the situation arises but tell people they can't solo and then artificially ensure they get singled out by some contrived plot device (yeah, like they won't notice that one)?
This is a tough one. I would be grateful for any opinions.