kennew142 said:
I reward the characters in my games with a new level whenever the stars are right. Usually after one very long adventure, two long adventures, three medium adventures or four short adventures. I wouldn't even know how many xp they have without consulting a chart somewhere.
I was considering this type of approach, but decided that sometimes, players want to level up mid-adventure. Nothing better than meeting the BBEG a few times and the last time, pulling out some new tricks that the PCs had not previously used.
So, I decided upon:
0 points for a yawn battle.
1 point for a challenging battle (lots of resources used and the potential for a PC death, i.e. at least some PCs go unconscious or close to unconscious)
2 points for a potential TPK battle (most PCs on the edge, PCs forced to pull out their big gun resources).
1 point for "change the course of the adventure" roleplaying (not derailing the adventure, rather coming up with intelligent plans or ways to enhance the adventure, but it has to be significant, party or PC).
1 point for a major goal (like the end of a storyline or subplot, party or PC).
10 points = level
This keeps to DND's combat oriented leveling roots, but still allows players to gain individual points for major personal or party accomplishments. It also encourages players to take risks and not be afraid to go after more challenging avenues. It is a little more bookkeeping than your approach, but nothing near the 3.5 XP system.
But, I can definitely see the appeal for a "number of adventures" or "when the current storyline ends" or "when a given goal is reached" approach.