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<blockquote data-quote="Petrosian" data-source="post: 726273" data-attributes="member: 1149"><p>[/B]</p></blockquote><p></p><p></p><p>Ok, unless your sessions are really long, then something was amiss. The basic underpinning of the 3e system for Xp is that about 13-14 "challenging" encounters will earn enough xp to level up. That should take 3-4 sessions in their estimation. </p><p></p><p>I too run a Xp-less system. The way I looked at it... the Xp given per encounter is based off the CR and EL and the charts, which had there numbers set to make it so that after 13-14 challenges of proper level you advanced. </p><p></p><p>My thought, why go thru the math to convert "encounters" to Xp and XP to levels when the whole thing was determined by "encounters needed to level up" in the first place.</p><p></p><p>Cut out the middle man.</p><p></p><p>My guys level up about every six sessions. We play three sessions a month and so after two years they have advanced from 2nd to just under 13th.</p><p></p><p>Since i despise level loss i replaced all level losses with things like diseases, characteristic drains, paralysis, fear, and their ilk. This turned undead into more "horrific" and less "game mechanic" by nature.</p><p></p><p>Remember.. Xp = encounters or in my case, sessions. A character who spends Xp will not "level up" the next time everyone else does. He must wait at least a session (typically one session) longer. If its a relatively small Xp expenditure like say under 100, i just do this for the one session. if its larger Xp, i will cause him to delay one session over more than one level... like say one session back this time AND 1 session back the next time too.</p><p></p><p>Unless the expenditures are large or frequent, they will still "make it up" within a few levels.</p><p></p><p>Believe me, the "you dont level up" and having to play that for a session is a serious nudge.</p><p></p><p></p><p>There are a lot of "lose xp" stuff sneaking around... like druids improving their animals and the like.</p><p></p><p>In general tho, if you keep Xp = encounters in mind, most problems work themselves out.</p><p></p><p>The benefit i have found is that the players are not interested in experience. They are not tracking numbers and talking about how many more varmints they are close to raising and that stuff.</p><p>[/QUOTE]</p>
[QUOTE="Petrosian, post: 726273, member: 1149"] [/B][/QUOTE] Ok, unless your sessions are really long, then something was amiss. The basic underpinning of the 3e system for Xp is that about 13-14 "challenging" encounters will earn enough xp to level up. That should take 3-4 sessions in their estimation. I too run a Xp-less system. The way I looked at it... the Xp given per encounter is based off the CR and EL and the charts, which had there numbers set to make it so that after 13-14 challenges of proper level you advanced. My thought, why go thru the math to convert "encounters" to Xp and XP to levels when the whole thing was determined by "encounters needed to level up" in the first place. Cut out the middle man. My guys level up about every six sessions. We play three sessions a month and so after two years they have advanced from 2nd to just under 13th. Since i despise level loss i replaced all level losses with things like diseases, characteristic drains, paralysis, fear, and their ilk. This turned undead into more "horrific" and less "game mechanic" by nature. Remember.. Xp = encounters or in my case, sessions. A character who spends Xp will not "level up" the next time everyone else does. He must wait at least a session (typically one session) longer. If its a relatively small Xp expenditure like say under 100, i just do this for the one session. if its larger Xp, i will cause him to delay one session over more than one level... like say one session back this time AND 1 session back the next time too. Unless the expenditures are large or frequent, they will still "make it up" within a few levels. Believe me, the "you dont level up" and having to play that for a session is a serious nudge. There are a lot of "lose xp" stuff sneaking around... like druids improving their animals and the like. In general tho, if you keep Xp = encounters in mind, most problems work themselves out. The benefit i have found is that the players are not interested in experience. They are not tracking numbers and talking about how many more varmints they are close to raising and that stuff. [/QUOTE]
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