Recovering XP, GP

I allow:

  • More XP and voluntary downtime

    Votes: 13 44.8%
  • Uniform XP and voluntary downtime

    Votes: 6 20.7%
  • More XP, no voluntary downtime

    Votes: 2 6.9%
  • Uniform XP, no voluntary downtime

    Votes: 0 0.0%
  • Some other, more complicated thing

    Votes: 8 27.6%

I don't know what the OP means. I award XP as per the 3.5 DMG, so however that fits into the poll options above.

As for "allowing downtime", I also don't know what that means. The players make those decisions, not me. I don't allow/disallow any such thing. If they want to take downtime, they can - the world goes on, in any case.

Maybe my answer is "other"...?
 

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Giving "uniform" XP (regardless of level) implies that you are not following the standard XP rules.

Not allowing voluntary downtime implies that you might be railroading players (i.e. taking away freedom over something they theoretically should have a choice in), which seems contrary to the idea of roleplaying.
 

I said more XP and voluntary downtime, because "uniform XP" screws PCs who make magic items and it's always up to the PCs whether they're going to go adventuring or not, so I guess that's "voluntary."

But anyone who takes 12 (or 7) years off to craft a tapestry is going to miss out on a whole lot of stuff...
 

KD - Consider that the problem here is that basically their world will end if they do nothing. Cliche but true.

Mvincent - Is it more heavy-handed to end the campaign abruptly, or to not end the campaign abruptly? "Okay, you run a side business for five years. One day, the skies darken, and boiling blood falls, killing everyone as far as the eye can see. Armies of archfiends clean up everyone that the rain of death doesn't finish off. That's it for the campaign, folks!" seems more like railroading to me than subtly discouraging excessive downtime.

Short of actually telling the players that this is what will happen, and without altering the fundamental premise of the campaign, what would you do?
 

moritheil said:
Mvincent - Is it more heavy-handed to end the campaign abruptly, or to not end the campaign abruptly?
Note that I wasn't attacking you (or anyone) so much as noting a possible conflict that one should be aware of. DM's that use the "no voluntary downtime" method may encounter frustrated players (which is no fun for anyone). If your players want some sort of self-determination, then forcing them to constantly react may annoy them.

Simply talking to your players can alleviate needing to use this tactic. Ask them how much time they intend to use, and tell them what you think is reasonable (either for balance or pacing).
 

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