Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Out of the Abyss: Milestone XP
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CapnZapp" data-source="post: 6957863" data-attributes="member: 12731"><p>I've run almost all of it by now (my players' characters are level 14), and I can say using it as written has worked well. That is, they level up approximately once per chapter. </p><p></p><p>The chapters "don't contain nearly enough challenges" isn't a problem, since its not even an issue. I don't track any of this, and I don't have to.</p><p></p><p>You might be wondering how does it work, more precisely, and you'd be right to ask. The secret is: I'm not really handing out levels per chapters, or per monster/challenge/encounter/quest at all. I'm handing out a level after two, three or four play sessions (we play Sundays, so ours are probably longer than most. OTOH we probably play more meticulously and slowly than most)</p><p></p><p>As a DM, the only thing I need from the adventure is what OotA gives me. For instance, the adventurers should be level 8 when they escape the Underdark. Fine, I'll adapt the rate of levelling to match that. </p><p></p><p>Somewhat. Obviously they could make choices leading to an early departure, or a late departure. But if they stick around until they're level 9 that's not a big deal; it's just a matter of slowing down the level rate slightly. Perhaps have a level of four sessions (which otherwise is fairly uncommon).</p><p></p><p>One other thing: chapter 8 (or is it Ch 9?) is a "non combat chapter". Or, to be honest, it's an info dump <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> At first I went "okay so no level from chapter 8", but in the end it didn't matter. Since there was no combat and little conflict it didn't take so much time. So the problem resolved itself - I just made sure that level wasn't a two-session level, and voila: the "no xp in this chapter" was accomplished with no special treatment. The players won't have noticed.</p><p></p><p>---</p><p></p><p>Without checking my calendar, let's see... we've been playing for more than a year. Could that be 40 sessions if we play slightly more often than every other week on average? Looking it from the other side, I'm fairly sure we have spent no more than three sessions per level on average, and that's 42.</p><p></p><p>So, to put a number on it, I'm guessing 38 sessions to reach level 14 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>--- </p><p></p><p>While I can certainly see the old-school appeal of handing out actual XP, the illusion of objectivity is so thoroughly shattered for all of us, that's not enough of a reason to justify the added book-keeping.</p><p></p><p>(I can still remember how excited I was when I first got XP. Sigh, the joys of youth... It's just that now I'm so painfully aware its just a number. It doesn't <em>mean</em> anything, unless I reach the next level.)</p><p></p><p>I am continously toying with the idea of running an honest-to-gawd XP-for-Gold mini campaign, where you only get xp when you spend your illbegotten gains back in town (on carousing, building temples or whatever). (Saying this to show you guys I <em>do</em> see how XP can feel precious. It's just that I need an extra step you might not need. The way WFRP gives you an advance every 100 xp, would be another example)</p><p></p><p>"I think if I were running OotA I would make a more free-form XP system where every chapter contains 4-6 discoveries or accomplishments. Each time the players discover or accomplish 5 things, they gain a level."</p><p></p><p>To me this is just another example where you feel a need to distance yourself from the xp. "It's not me handing out xp, it's the book/monsters/table of accomplishments". </p><p></p><p>But one thing is for certain: Out of the Abyss is a singularly bad campaign to use if you absolutely must have xp. It's crystal clear the writers are using milestone levelling if even that. They're simply not interested at all in making sure challenges make up levels. I can't even imagine "they expect you to make up the difference in random encounters". My impression is that XP is simply an utter non-issue, and that they haven't even thought about it.</p><p></p><p>So for OotA: own up the fact that you the DM are the sole and arbitrary source of levels. Anything else and you'd be swimming against the current.</p><p></p><p>So, in a way, it's the ideal campaign for my way of awarding levels. They don't bother with bookkeeping - I don't bother with bookkeeping. A win-win. <strong>If</strong> you can stomach leaving xp out of it for a change <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p>Zapp</p><p></p><p>PS. Then, it's a fact OotA lets you down somewhat in the latter half. Things get lots more sketchy, as if the writers are running out of steam, time, or both. Encounters fail miserably to keep up - except for Demon Lord encounters, you could probably stop leveling completely at level 11 and still breeze through all remaining monsters.</p><p></p><p>So to make ends meet, I've had to inject a couple of encounters of my own devising. Not that you don't do that as DMs yourselves. And this doesn't mean one way of handling (or not handling) XP works better or worse than the other. Just full disclosure: to carry the PCs through levels twelve and thirteen, I've used my own material.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6957863, member: 12731"] I've run almost all of it by now (my players' characters are level 14), and I can say using it as written has worked well. That is, they level up approximately once per chapter. The chapters "don't contain nearly enough challenges" isn't a problem, since its not even an issue. I don't track any of this, and I don't have to. You might be wondering how does it work, more precisely, and you'd be right to ask. The secret is: I'm not really handing out levels per chapters, or per monster/challenge/encounter/quest at all. I'm handing out a level after two, three or four play sessions (we play Sundays, so ours are probably longer than most. OTOH we probably play more meticulously and slowly than most) As a DM, the only thing I need from the adventure is what OotA gives me. For instance, the adventurers should be level 8 when they escape the Underdark. Fine, I'll adapt the rate of levelling to match that. Somewhat. Obviously they could make choices leading to an early departure, or a late departure. But if they stick around until they're level 9 that's not a big deal; it's just a matter of slowing down the level rate slightly. Perhaps have a level of four sessions (which otherwise is fairly uncommon). One other thing: chapter 8 (or is it Ch 9?) is a "non combat chapter". Or, to be honest, it's an info dump ;) At first I went "okay so no level from chapter 8", but in the end it didn't matter. Since there was no combat and little conflict it didn't take so much time. So the problem resolved itself - I just made sure that level wasn't a two-session level, and voila: the "no xp in this chapter" was accomplished with no special treatment. The players won't have noticed. --- Without checking my calendar, let's see... we've been playing for more than a year. Could that be 40 sessions if we play slightly more often than every other week on average? Looking it from the other side, I'm fairly sure we have spent no more than three sessions per level on average, and that's 42. So, to put a number on it, I'm guessing 38 sessions to reach level 14 :) --- While I can certainly see the old-school appeal of handing out actual XP, the illusion of objectivity is so thoroughly shattered for all of us, that's not enough of a reason to justify the added book-keeping. (I can still remember how excited I was when I first got XP. Sigh, the joys of youth... It's just that now I'm so painfully aware its just a number. It doesn't [I]mean[/I] anything, unless I reach the next level.) I am continously toying with the idea of running an honest-to-gawd XP-for-Gold mini campaign, where you only get xp when you spend your illbegotten gains back in town (on carousing, building temples or whatever). (Saying this to show you guys I [I]do[/I] see how XP can feel precious. It's just that I need an extra step you might not need. The way WFRP gives you an advance every 100 xp, would be another example) "I think if I were running OotA I would make a more free-form XP system where every chapter contains 4-6 discoveries or accomplishments. Each time the players discover or accomplish 5 things, they gain a level." To me this is just another example where you feel a need to distance yourself from the xp. "It's not me handing out xp, it's the book/monsters/table of accomplishments". But one thing is for certain: Out of the Abyss is a singularly bad campaign to use if you absolutely must have xp. It's crystal clear the writers are using milestone levelling if even that. They're simply not interested at all in making sure challenges make up levels. I can't even imagine "they expect you to make up the difference in random encounters". My impression is that XP is simply an utter non-issue, and that they haven't even thought about it. So for OotA: own up the fact that you the DM are the sole and arbitrary source of levels. Anything else and you'd be swimming against the current. So, in a way, it's the ideal campaign for my way of awarding levels. They don't bother with bookkeeping - I don't bother with bookkeeping. A win-win. [B]If[/B] you can stomach leaving xp out of it for a change :) Zapp PS. Then, it's a fact OotA lets you down somewhat in the latter half. Things get lots more sketchy, as if the writers are running out of steam, time, or both. Encounters fail miserably to keep up - except for Demon Lord encounters, you could probably stop leveling completely at level 11 and still breeze through all remaining monsters. So to make ends meet, I've had to inject a couple of encounters of my own devising. Not that you don't do that as DMs yourselves. And this doesn't mean one way of handling (or not handling) XP works better or worse than the other. Just full disclosure: to carry the PCs through levels twelve and thirteen, I've used my own material. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Out of the Abyss: Milestone XP
Top