Warning - really long reply ahead!
Mark said:
How is it that one character has ever gotten ahead of the group in experience points in the first place? Maybe I am not understanding how you run your game in regard to experience point distribution. Do you divide experience evenly for the whole party?
I figured that would be pretty obvious, but maybe not. Over the span of 2 years, there have been a number of party deaths. Those deaths each cost a half-level of exp in this campaign. As it currently stands, this has led to a gap of about 2 levels across the party, since a couple players have had 3 deaths, most have had 1, and 1 real lucky SOB has managed to never die. In addition to this, some characters have missed a few sessions and fallen behind on experience that way as well. Now, if I were to apply the rule that that new characters come in at the level of the lowest character party, and I'm assuming that we also use the book ruling on raise dead costing 1 level of exp, here's how it would work out in my party:
Around 4th level, a character dies and is brought back from the dead (he's 3rd, other 4 members are 4th).
Around 6th level (with 1 guy at 5th), a new guy joins the group and joins in at 5th level.
Two characters die, but are raised - one of them being a guy at 6th and 5th. Resulting levels after raises are 6,6,6,5,5,4
Party hits 7th (7,7,7,6,6,5)
One of the 7th level guys buys the farm from a mummy and turns to dust. Brings in a new character at 5th (7,7,6,6,5,5)
Party goes up a couple levels, and then in a nasty encounter two more characters die, one of them at 9th, one at 8th and are raised (9,8,8,7,7,7)
Due to some vacations, some guys get more/less exp (9,9,8,8,7,7)
Party goes up 3 levels w/o any deaths (12,12,11,11,10,10).
One of the 10th level guys dies and is raised (12,12,11,11,10,9)
The 9th level guy dies and is raised again (12,12,11,11,10,8)
The 10th level guy dies and can't be raised. He brings in a new character at 8th.
Final party levels: 12, 12, 11, 11, 8, 8
That's basically how things would look right now if I used the rule of new characters coming in at the level of the lowest surviving member.
Mark said:
The ideal situation is not penalizing them from the beginning and keeping the group all at the same level. If a DM always starts characters out at the level of the lowest level survivor how would it be that the group isn't always balanced?
The above example should illustrate the problem with that method. When the same players' characters tend to be the ones dying and replaced the most often, it begins to break down.
Mark said:
There are a few areas where 3E does present a chance for a difference in experience point levels of characters, such as loss of experience with item creation. Provided the group (or a player) isn't using their character as an item factory, this should be a huge problem. If one character loses a few thousand experience through item creation, and a couple of the others die, then a few of the characters ar a few thousand experience behind the others. That's still not a few level gap.
This has been a contributing factor. Some of the lower level characters have blown some large amounts of exp crafting items. It's probably only a few thousand, but it does keep them behind the rest of the party.
Mark said:
In any event, I'd remove the penalty and try to remove the gap. It doesn't seem to be them who has to struggle with the gap, it seems to be you.
This is true. When there's a gap in the party, it becomes difficult to properly challenge them. Hand them something easy, and the high level characters plow thru it. Hand them something difficult, and the low level guys tend to get plowed instead.
Mark said:
As I said, maybe there's a factor I am not figuring into this. Do you give out arbitrary roleplaying experience awards to individual players? I've found that unlike previous editions of the game where a DM could get away with that (all the way back to '78), 3E does not support handing experience to some players but not all.
I vary rarely hand out any individual exp, and then only in the case of something really awesome that the character has done in character. To date, I think this has totaled less than 300 exp for any single character. And I tended to award them to the characters further behind on exp, so if anything this has helped narrow the gap in exp.
Mark said:
BTW, Did you not find the suggestions to your wealth problems useful?
Many have been useful suggestions for *future* campaigns. Requiring future dying characters to have npc's that demand their items is not something I can easily drop into this campaign given the history to this point. Some suggestions for low-magic campaigns simply do not work for this campaign which tends to be more in the normal to high-magic range. Using more item destruction methods is a mixed bag - it works, but it's kind of a cheesy route for the DM to take. How to correct the problem easiest has been answered by 1 person who happens to be familiar with the adventure I'm using (Hell in Freeport). There's a certain location where items can be rather easily "lost", and that should solve my short term problem. However, looking ahead, a similar situation could manifest again after this adventure concludes when other characters die, can't be raised, and are replaced. I've yet to figure out a solid solution for that. The ideas have been helpful, and hopefully I'll be able to pull something out of them all to make it all work out.
Mark said:
There may be another problem you are not addressing that I found striking from this last post. How is it that one character rarely ever gets hurt? Is that character avoiding dangerous situations even when the group has plunged into them?
That character is a ranger/deep woods sniper who is pure death with his bow. Being a ranged attacker, he tends to avoid the melee attacks that have claimed the rest of the party. And he's gotten insanely lucky on some die rolls as well. He does get hurt, but not to the degree that the front line fighters do. The party balance has a lot to do with his survival. Paladin, Fighter/Sohi, Cleric, Wizard, Sorcerer and then the Ranger. Smart enemies tend to focus their attacks on the wizard, sorcerer and cleric (in that order), and stupider ones go after who ever is closest including the paladin or fighter. So the ranger is often the last one that is gone after, and by the time the monsters realize their mistake, it's fatal for them. The ranger does have a fairly high AC, and some decent defensive gear in addition to his nifty bow. He's built this character to be the ultimate archer and it's a pretty lethal build in terms of what I've seen so far. There have been a few fights where he's been clobbered, including one critical hit for over 50 points from a stone golem that required a fortitude check or face instant death. Of course he made it w/o any problems. Mostly, he seems to be just blessed with luck. And it's not loaded dice or anything as he does roll his fair share of 1's on rolls that don't mean much at the time using the exact same dice. I've seen characters like this before in a few campaigns I've DM'ed - no matter how hard you try to kill them, they avoid death each and every time! They often become the heros that the group remembers.
Mark said:
Would that character's presense have prevented the deaths of some of the other characters?
The ranger is the guy sitting out this adventure (the whole Hell in Freeport thing) for 2 reasons. First, he wants to enjoy the summer evenings, and secondly, he does want to let some of the other guys catch-up. He may have been able to help in one of the 2 recent encounter that lead to character deaths. However, in the most recent, I doubt he would have helped much. His spot is the highest in the group though, so he may very well have helped them avoid being surprised. It's really a tough call.
While I'm on the topic, I'm beginning to believe that it is almost mandatory to have at least 1 character in a party with a high spot modifier. In roughly 3/4's of the encounters where characters have died in the last 2 years, the enemies had surprise on the party, and got off a surprise attack or ambush.
Mark said:
I've noticed in some games that an encounter designed for a whole group can sometimes be overwhelming when one character holds back...resulting in the deaths of some, or all, of the others. It's amazing how much the loss of a character through inaction can harm a group. I'm not saying this is your situation, but give us an example of and encounter where one character managed to avoid any damage even as another character (or more than one) died.
Actually I think that has happened almost everytime there's been a fatality. At least 1 or 2 characters have avoided all damage while someone bought it. From memory:
1) Characters (about 4th level range) are being really stupid, chasing a gorilla in the jungle. Ranger and the druid (old character in the party) are hoping to charm it as an animal companion. Red flags should be going off right now for most of you - this isn't proper behavior for either a ranger or a druid, and their diety did punish them for their selfish behavior, but back to the death. Gorilla isn't entirely stupid and runs thru a clearing with a large giant beehive and as he runs past, angers the bees. Party is pursuing and runs smack dab into the giant beehive. The bees surprise the party and charge. The fighter/wizard (another former character) who managed to roll 1's, 2's and 3's on his d10s for hit points is stung badly. Bees then win initiative. Fighter/wizard stung to death. The other characters manage to drive off the bees with fire, and a couple take no damage at all. They were too low to cast a raise dead, and the guy with the fighter/wizard opted to get a new character rather than have them pay for a raise dead. There really wasn't a whole lot anybody could have done differently besides not being stupid idiots trying to chase an ape in the jungle!
2) Around 6th level, the rogue (yet another former character) sees a room with 6 coffins. There was a trap outside, so he decides he'd better search this room for traps. 2 rounds after he enters, 4 mummies emerge from the coffins. He misses his spot check as he's searching the floor. Mummies get flanking and hit him. He was wounded from before, and the damage drops him to the ground. He fails his save and is infected with mummy rot. In a panic, the wizard casts an acid orb into the room, and the splash damage drops the rogue past neg 10. The rogue turns to dust leaving his equipment behind. Next turn, the mummies are killed by a fireball or something similar. This is an encounter where only the rogue took any damage at all, and died unrecoverably. Chalk it up to A) rogue being overly paranoid about traps, B) rogue being absent-minded about his prior damage and C) wizard forgetting how his spell worked on a miss. Could it have been avoided? Certainly. But this was just players being forgetful/stupid. And by the way, the rogue's items did roll saves against the acid, and most of the stuff saved. Only some meaningless stuff got destroyed.
3) Around 7th level, 2 shambling mounds pummel two characters (druid, sorcerer) to death. The grapple attacks did them in. Character didn't know about lightning helping the monsters, and accidently boosted one of them with a lightning attack. Oops! Meanwhile, the rest of the party went thru the battle w/o much damage. Both the druid and sorcerer had some damage from previous encounters and we later figured out that if they'd been fully healed entering this combat, both would have survived. Chalk these 2 deaths up to A) characters unfamiliarity with shambling mounds, and B) forgetting to heal up properly after a previous battle. Both characters opted to be reincarnated of all things. The druid came back as a bat and left the party taking most of his items. The human sorcerer came back as a halfling sorcerer and stayed in the party.
4) Around 8th level, a fight against 3 undead creatures (undead lizardman fighter, undead serpentman rogue and undead serpentman sorcerer) led to the party sorcerer and barbarian (another old character) getting killed. This was a tough fight, probably about 2 to 3 EL's above the party. However, the party was given several earlier hints as to how to avoid having to fight all 3 of the undead at once (the lizardman fighter was under control of the sorcerer and rogue), which would have made it much easier. He would not have attacked them had they only gone after the rogue and sorcerer. Also, they were wounded and low on spells, but decided to press on, in spite of several warnings that much danger was ahead. To top it off, I even gave them a last ditch diplomacy option which they wasted miserably. When the dust settled, 2 characters were dead, while at least 2 characters had hardly taken any damage at all. The ranger archer was one of the those who got thru w/out a scratch, but was largely responsible for toasting both the serpentman rogue and sorcerer and ending the battle before it turned into a total party kill. This was clearly a case of the party over-extending, and failing to use information it had been handed several times during the adventure. The monsters fought to the best of their ability, which is what led to 2 characters dying, and another being within a single hit of dying.
5) Again around 9th level, they run across 3 shambling mounds as part of a random encounter in the jungle. The sorcerer who had been wounded in an earlier encounter, gets grappled to death. The rest of the party takes almost no damage in the encounter. Chalk yet another one up to a character forgetting to heal up after a fight. In fact, after this, the entire group chastised the player for again forgetting to do this.
6) Party is about 11th to 12th level when 3 Large Ice Stalkers (CR 6, Hell in Freeport) ambush them. The cleric winds up getting flanked. His greater cloak of protection helps against about half the blows. He uses his opening round to cast...Sanctuary?!? On the next round it stops one of the stalkers from attacking him, but the other one makes its save and pummels him to death. I suspect the stalkers are actually closer to a CR8 or 9. Party wasn't that smart in movement or spell usage either. Two other characters suffered a lot of damage, but the sorcerer and fighter had almost no damage when the fight ended. Chalk this death up to a combination of poor tactics on the party's end.
7) This time, a group of 8 shadows emerge from the walls of a tight passageway surprising the party from behind. Several of them flank and attack the cleric who's at the very back. This time his greater cloak of displacement only deflects 1 blow, and the other hits easily reduce him below 0 strength. Cleric only had like a 10 or 11 strength, so it didn't take much. Non-corporeal attacks that ignore armor are nasty. Monsters died instantly on the next round (Paladin turned them or wizard cast spell, can't remember now), and no one else was hurt at all. My attack rolls for the shadows were pretty avg (10's, 12's, 8's), but it's pretty easy to hit a touch armor class of 11 with flanking. Chalk this one up to a nasty ambush that the party didn't spot, coupled with some bad rolls on the cloak.
In each of the above examples, there were characters that were pretty much unharmed while others died. In many cases, the party blundered into a bad situation all on their own, and wound up losing a character or two in the process. You might think I have stupid or reckless players. However, they are extremely lethal when it comes to tactics before and during combat, and most of these guys are brilliant folks in their technical professions. My guess is that it's mostly carelessness and some bad luck.