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<blockquote data-quote="Mal Malenkirk" data-source="post: 4853295" data-attributes="member: 834"><p>Waitaminute. The DM credit also granting wealth is common sense. When I read the system sometime last week I immediately thought : well that will lead to underequipped PC mighty quick. The solution mentioned is to the dot the one I imagined. So far so good.</p><p></p><p>But why would this automaticall apply to standard time XP? What if the DM planned for it?</p><p></p><p>The adventure I designed is probably going to generate around 800xp so I intend to distribute 8 parcels, most of it in an award ceremony. No need for time gold. Hopefully that time gold system is not mandatory.</p><p></p><p>While on the subject, I'd point out a weakness of the parcel system; it assumes 8 to 10 encounter to a level and demands you distribute the parcels more or less evenly. Forget time XP for a minute; even in good ole tabletop D&D, not every DM follows that pattern of 8 to 10 encounter. Some DM mostly dispense with level equivalent or less. Me, amongst others. I just planned 3 fights worth 500xp to each player in total for an adventure. Following the guideline I should give 3 to 4 parcels but common sense dictate I should give 5. My real average to one level is about 6 encounter, not 8, never mind 10. Overall, due to the slow nature of PbP I suspect most DM also create more meaningful and therefore harder fights too. Of course, I have adapted to this but I am not sure every DM does and so that is another factor that explains the high percentage of underequipped PC.</p><p></p><p>In my mind, the simplest way to account for this is simply to take the total XP earned by one player during the adventure (including time xp), divide by the total XP required for one level for the average party level and simply hand out that proportion of the total number of parcels you are supposed to hand out for one level.</p><p></p><p>So a group of level 1 earning 800xp each deserve 8 parcels. This accounts both for time and the oft forgotten difficulty factor.</p><p></p><p>I think a judge at the end of the adventure should make that calculation and see if the DM fell short. Only then do you need time gold.</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4853295, member: 834"] Waitaminute. The DM credit also granting wealth is common sense. When I read the system sometime last week I immediately thought : well that will lead to underequipped PC mighty quick. The solution mentioned is to the dot the one I imagined. So far so good. But why would this automaticall apply to standard time XP? What if the DM planned for it? The adventure I designed is probably going to generate around 800xp so I intend to distribute 8 parcels, most of it in an award ceremony. No need for time gold. Hopefully that time gold system is not mandatory. While on the subject, I'd point out a weakness of the parcel system; it assumes 8 to 10 encounter to a level and demands you distribute the parcels more or less evenly. Forget time XP for a minute; even in good ole tabletop D&D, not every DM follows that pattern of 8 to 10 encounter. Some DM mostly dispense with level equivalent or less. Me, amongst others. I just planned 3 fights worth 500xp to each player in total for an adventure. Following the guideline I should give 3 to 4 parcels but common sense dictate I should give 5. My real average to one level is about 6 encounter, not 8, never mind 10. Overall, due to the slow nature of PbP I suspect most DM also create more meaningful and therefore harder fights too. Of course, I have adapted to this but I am not sure every DM does and so that is another factor that explains the high percentage of underequipped PC. In my mind, the simplest way to account for this is simply to take the total XP earned by one player during the adventure (including time xp), divide by the total XP required for one level for the average party level and simply hand out that proportion of the total number of parcels you are supposed to hand out for one level. So a group of level 1 earning 800xp each deserve 8 parcels. This accounts both for time and the oft forgotten difficulty factor. I think a judge at the end of the adventure should make that calculation and see if the DM fell short. Only then do you need time gold. [/QUOTE]
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