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Other ways of handling XP
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<blockquote data-quote="brainstorm" data-source="post: 3108370" data-attributes="member: 45712"><p><strong>A level a session</strong></p><p></p><p>I have tried many variations of handling XP and all were cumbersome, time-consuming efforts that ultimately had little effect on the game. I gave up on XP distribution and implemented a level-per-session advancement scheme. XPs, as rewards for role-playing or risk taking or whatever, never really worked well in my group. Some players like to role-play, others just like to play. Rewarding just the role-players didn't seem fair if the point of playing is to have fun. As long as everyone is having a good time and making an effort to participate, then I have no problem rewarding all equally. </p><p></p><p>Selfishly, I also went into this mode to enable me to run a full campaign in a reasonable number of sessions. Since my group can only get together to play D&D about 12 times a year, then running a campaign from 1st - 20th level seemed unrealistic at the normal advancement rate of 1 level per 4 sessions that we were averaging under the old system. With a level-per-session, I can fit an entire campaign into 20 sessions. Players don't get bored with their characters because they get new abilities every session. I get to run all of those cool, high CR monsters that I previously never got to when a campaign fizzled out at 7th level. </p><p></p><p>As far as handling XP for character uses, the characters are assumed to have an XP total equal to the minimum needed for their current level. Should a player use XP for a spell or to create an item or whatever, they go down a level or more (depending on how much XP they spend).</p><p></p><p>I'm very happy with this system and will never go back to tracking XP.</p></blockquote><p></p>
[QUOTE="brainstorm, post: 3108370, member: 45712"] [b]A level a session[/b] I have tried many variations of handling XP and all were cumbersome, time-consuming efforts that ultimately had little effect on the game. I gave up on XP distribution and implemented a level-per-session advancement scheme. XPs, as rewards for role-playing or risk taking or whatever, never really worked well in my group. Some players like to role-play, others just like to play. Rewarding just the role-players didn't seem fair if the point of playing is to have fun. As long as everyone is having a good time and making an effort to participate, then I have no problem rewarding all equally. Selfishly, I also went into this mode to enable me to run a full campaign in a reasonable number of sessions. Since my group can only get together to play D&D about 12 times a year, then running a campaign from 1st - 20th level seemed unrealistic at the normal advancement rate of 1 level per 4 sessions that we were averaging under the old system. With a level-per-session, I can fit an entire campaign into 20 sessions. Players don't get bored with their characters because they get new abilities every session. I get to run all of those cool, high CR monsters that I previously never got to when a campaign fizzled out at 7th level. As far as handling XP for character uses, the characters are assumed to have an XP total equal to the minimum needed for their current level. Should a player use XP for a spell or to create an item or whatever, they go down a level or more (depending on how much XP they spend). I'm very happy with this system and will never go back to tracking XP. [/QUOTE]
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