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<blockquote data-quote="Voadam" data-source="post: 883776" data-attributes="member: 2209"><p>Here is an alternate system I used so that advancement does not go up at the standard rate but slows as you advance.</p><p></p><p>Each night of gaming is worth either 1000 xp if the group succeeded in their goals, 750 if they are in progress but did not complete a goal, and 500 for failure. </p><p></p><p>This is adapted from a campaign I played in pre-3e where they used the Arduin xp charts. The DM there also threw in +0-20% for roleplaying and +0-20% for tactics (based upon the players history, more was expected from experienced players than from newbies).</p><p></p><p>This means level one will take one or two adventures to advance while 10th would take 10-20 adventures. It also made things work well for mixed level parties as lower level characters advanced quicker but higher level ones still progressed. Also total party numbers do not matter, you get what you get for adventuring and meeting your goals, not based on the threat or relative danger level.</p><p></p><p>This makes the progression more like it was in 1e or 2e.</p></blockquote><p></p>
[QUOTE="Voadam, post: 883776, member: 2209"] Here is an alternate system I used so that advancement does not go up at the standard rate but slows as you advance. Each night of gaming is worth either 1000 xp if the group succeeded in their goals, 750 if they are in progress but did not complete a goal, and 500 for failure. This is adapted from a campaign I played in pre-3e where they used the Arduin xp charts. The DM there also threw in +0-20% for roleplaying and +0-20% for tactics (based upon the players history, more was expected from experienced players than from newbies). This means level one will take one or two adventures to advance while 10th would take 10-20 adventures. It also made things work well for mixed level parties as lower level characters advanced quicker but higher level ones still progressed. Also total party numbers do not matter, you get what you get for adventuring and meeting your goals, not based on the threat or relative danger level. This makes the progression more like it was in 1e or 2e. [/QUOTE]
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