Rel's Faded Glory Campaign (Thank You Old One!)

More Stealth Less Door Kicking

That would be great. Unfortuneately, we have no means of seeing in the dark, so the kobolds will always see us coming by torch light. Furthermore, the dwarf has made it a point of being as loud as possible (I think its a racial thing, but I've been too polite to ask).

Better planning is the only option left to us. As the story unfolds, I'm sure it will become clear that we don't always excercise that option to the fullest either.

We have shown a marked ability to kick butt when we plan and execute. We have shown an even greater ability to have our butts kicked when we don't. I think our party mix and size gives us very little margin. I believe I will have to return home to my wolf pack and do some recruiting very soon. The flock of birds allowed us to wallop the gnolls, but are nearly useless in the current situation (though they have faithfully guarded the tower and warned us of all approaching kobolds).

Ah well. I must be off. I'm trying to research a way of making a 4th level potion. I need to be able to make a potion of reincarnation as soon as I get that spell. This is a world of perilous adventure.
 

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Re: Kobolds Rule!

Old One said:

Way to kick their butts with lowly kobolds!

Lowly kobolds?

Let's not forget that these guys have a significant amount of class levels - the guy throwing lightning bolts is at least 6th level, and he's got a metric boatload of lower-level spellcasters with him. I don't think 6th level is "lowly" anything.

J
except maybe a 6th level commoner
even then his profession: farmer is going to rock!
 

theRuinedOne said:
Yes, please repost the XP system.

You asked for it...

XP system used by Rel

First, I must note that most of the credit for this system should go to the player who runs Speaks with Stone in my current campaign. He originally designed it to replace the clunky xp system for Rolemaster and since then, he and I have both tweaked and refined it. It works like this:

First, there's a chart that looks sort of like this:

___Combat_____________________________________
___Enchantment________________________________
___Creation_____________________________________
___Skills_______________________________________
___Puzzle_____________________________________
___Sacrifice__________________________________
___Learned_____________________________________
___Character___________________________________
___Goal_______________________________________
___Social______________________________________

___x X

The players each have a copy of this chart for every session. As we go along they write down things that their character has done in a particular category in the big blank to the right.

At the end of the session, they give me the sheets and I "grade their papers". In doing so, I will put "tic marks" in the small blanks to the left if they have fulfilled the requirements for the category. At the bottom I total up all the marks they received and then apply a multiplier based on their current level (represented by the X in the chart above). Currently, the formula I use for the multiplier is 50+(character level x 15).

On average, I'd say the players get around 7 marks per session. If a 5th level player gets 7 marks they would get 875 experience points for the session (the multiplier for a 5th level character is 125 per the above formula).

In practice this meant that it took around 3 sessions for everyone to make 2nd level. On average, it has taken approximately one session longer to reach each of the successive levels than it did to get to 2nd (i.e. 4 more session to make 3rd, 5 more sessions to make 4th, etc.).

When I say that 7 marks is average for a session, I mean precisely that. There have been sessions where some characters only got 4 or 5 marks. And there have been some sessions where they got 10 or 11 marks. It all depends on how involved you are in the game.

Let me give a few details about how I grade the various categories.

Combat - I usually give out one mark for every "minor" combat the group takes part in and two for a "major" combat. These are rather subjective definitions but I'm comfortable with them.

Enchantment - If a character casts at least half their normal spell allotment or uses the powers of most of their magic items, I give them a mark here. If a character goes through their whole spell selection more than once, I usually give them a second point. It has been argued that this category heavily favors the spell casters over the non spell casters but there are other categories that the spell casters are not as likely to get so that doesn't bother me. YMMV.

Creation - The characters get points here for using any craft skills to create things in the game. Sometimes I have given a point if one character in particular was the mastermind of an elaborate plan. Also, I give points here if the player contributes to the game in a material way, such as painting figures, drawing maps for areas of the campaign the characters know about or bringing extensive background material about a topic important to the game (perhaps some stuff they found about Roman architecture, ancient weaponry, mining techniques or anything else that helps bring detail and life to the campaign).

Skills - This is the category the Rogues love. If a character uses most of their skills during a session, they get credit for it here, provided they aren't already getting credit for it elsewhere.

Puzzle - This category represents the character solving a puzzle in game. It applies to elaborate traps and to unraveling the sinister plot of the evil mastermind. I should mention that I don't have that many elaborate traps in my campaign and the evil masterminds are pretty good at hiding their plots so I don't wind up handing out many points in this category.

Sacrifice - This represents heroism in the face of bad odds, putting your character at risk for innocents or helpless party members or giving up something for the greater good. This is one category in which the fighter types tend to outperform the spell casters.

Learned - This category reflects new information that the party has uncovered that is of general interest or specific importance to the plot. This is one that they get credit for almost every session.

Character - This is another point they should be getting every session because it reflects how they portray the personality of their character. Exhibiting the quirks, flaws and peculiarities of your character will always get you a point here. If you have a session where the quintessential personality of your character is captured in almost every scene, you'll get two points here.

Goal - Characters get points here for accomplishing major party goals as well as minor goals the character sets for themselves. I have the players tell me their goals in advance (or else they don't get credit for them) which gives me an indicator as to which way the campaign will likely be headed.

Social - They get credit mostly for interacting with NPC's in meaningful ways. I don't usually give credit for interactions within the party but I sometimes will if one of the characters shares a story or other details from their background that the other party members didn't already know.


I've said it before and I'll say it again: This system may not work for everyone! But I think it has several things going for it that work really well for me and the group I game with.

First, I never have to use the CR system in the DMG to figure out xp. I don't have to crack a book while I'm giving out experience because everything I need is on their sheet or in my head.

Second, it rewards the players for doing things besides combat. If some kind of encounter is important to the campaign, the players don't feel any need to rush through it to get to the combat. They know that they will be rewarded so long as what they're doing is relevant to the story, whether it be fighting monsters, conducting a diplomatic mission, celebrating the birthday of a loved one or doing espionage.

Third, it keeps the players focused on the game if they record stuff on these sheets during play. They may notice that they haven't put anything in the blank next to "Character" yet and that reminds them that they should be putting more of their character's personality into the session. If they haven't put anything in the "Goal" category yet, maybe they need to focus on what the group is trying to accomplish and not get side tracked by looting a room full of dead goblins.

Ugh, this long post makes it look like this system could be a nightmare! I promise, it isn't. I swear I spend 5-10 minutes maximum figuring experience at the end of the sessions. Most of that is me trying to do the multiplication in my head! Anyhow, if you have any more questions about the system, I'll be happy to answer them and you're obviously free to use it if you like.
 
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Re: Re: Kobolds Rule!

drnuncheon said:


Lowly kobolds?

Let's not forget that these guys have a significant amount of class levels - the guy throwing lightning bolts is at least 6th level, and he's got a metric boatload of lower-level spellcasters with him. I don't think 6th level is "lowly" anything.

J
except maybe a 6th level commoner
even then his profession: farmer is going to rock!

I couldn't agree with you more. I suspect that the party would agree too. The Kobolds are nasty and are pretty much fighting the party precisely the way they want to. Bad combo for the party.

We played last night and let me just say that my position of "Rat Bastard DM" is pretty well cemented at this point.
 

Most Interesting...

Rel -

I will have to review this system...

I use a more informal system - about 1/2 objective and 1/2 subjective - but this would allow for some interesting additional input/attention from the players.

Thanks for posting!

~ Old One
 

A cool alternative to the combat-heavy system traditionally used in D&D. I used to use a lot of story goals, but found them cumbersome to implement sometimes.

RE the story: I'll chime in and offer praise on the way you handled the kobalds. One of the great plusses of 3e IMO is the way you can level all of the humanoid adversaries. Your players will never view these enemies as "weak"!

Lazybones
 

Lazybones said:
A cool alternative to the combat-heavy system traditionally used in D&D. I used to use a lot of story goals, but found them cumbersome to implement sometimes.

Nice XP system. Perhaps I will steal it.

Speaks with Stones: *LAUGH* Yeah dwarves seem to have some odd racial penalties ...As for the reincarnate potion. Be sure to get a monkey animal friend who could pour that potion into your mouth as soon as you drop dead...

Have you guys ever had a wizard coming back as minotaur???

As for the kobolds: Way to go! There's nothing like a lvl6 fighter backing away from two kobolds who keep disarming and chopping him to pieces! :) Ah well and a lvl6 sorcerer... Call him Ma'ckin Kunn!
 


I too am interested in your alternative xp system. thanks for posting it. Would definitely help in my campaign to lessen the xp-hounding...i.e. starting unneccessary combats.

story: Is the party really going back into the kobold lair? They're crazy! Fight the kobolds outdoors!
 

Broccli_Head said:
story: Is the party really going back into the kobold lair? They're crazy! Fight the kobolds outdoors!

They're not "going back in". They're "staying in"! But it really gets much better than that. I'll try to get it written up tonight while my wife is off planning a baby shower.

BTW, can anybody explain why guys can plan a batchelor party that may well last all night, in ten minutes, but it takes women no less than six 2-hour planning sessions to set up a 2 hour long baby shower? As much time as she is wasting on this thing, you'd think she was running a D&D campaign or keeping up with a Story Hour! Sheesh!
 

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