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Review - Combat Advantages #14
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<blockquote data-quote="EP" data-source="post: 5005665" data-attributes="member: 41744"><p>hehe, thanks for the link, Cap.</p><p></p><p>Honestly, it hasn't been a problem in my playtest group and they even flaunt it. Every session ends with an "XP measuring contest" as they whip out their character sheets and see who's got the most (the biggest discrepancy was 70 XP). Most encounters have each player doing something to give their XP a boost and we haven't leveled up yet while leaving someone behind. Not to say that it won't happen but all players are encouraged enough by the bonus XP to always gain a little extra.</p><p></p><p>The reason why I chose XP rather than anything else for some rewards is that handing out XP is like giving away free money - players' eyes light up. It's something they're all working towards collecting and everyone likes to make a little more than everyone else. That's why I've kept the XP bonuses fairly low to keep everyone within the same level (save for one encounter at the most) and give them something for their roleplaying efforts. It's also fitting with the mercenary lifestyle and one little +50 XP bonus can really bring out that trait in a player without turning it into a big thing.</p><p></p><p>We have been toying with an alternate idea however. All bonus XP is collected separately. Once a PC has 500 personal XP, they can select a talent (a series of articles from CA4, CA5, and CA12 on Heroic, Paragon, and Epic Talents) for their character. Then everyone goes up in level simultaneously regardless and players can still receive a little something-something for their extra efforts.</p><p></p><p>When it comes down to it, whatever unlocks your players' innate greed will do the trick. I've always felt that too much hand-holding can take away from the fun and goes against the agenda of a merc campaign (which is why it's recommended for mature players who understand that a game is just a game and don't mind a little healthy competition). It's not for everyone.</p></blockquote><p></p>
[QUOTE="EP, post: 5005665, member: 41744"] hehe, thanks for the link, Cap. Honestly, it hasn't been a problem in my playtest group and they even flaunt it. Every session ends with an "XP measuring contest" as they whip out their character sheets and see who's got the most (the biggest discrepancy was 70 XP). Most encounters have each player doing something to give their XP a boost and we haven't leveled up yet while leaving someone behind. Not to say that it won't happen but all players are encouraged enough by the bonus XP to always gain a little extra. The reason why I chose XP rather than anything else for some rewards is that handing out XP is like giving away free money - players' eyes light up. It's something they're all working towards collecting and everyone likes to make a little more than everyone else. That's why I've kept the XP bonuses fairly low to keep everyone within the same level (save for one encounter at the most) and give them something for their roleplaying efforts. It's also fitting with the mercenary lifestyle and one little +50 XP bonus can really bring out that trait in a player without turning it into a big thing. We have been toying with an alternate idea however. All bonus XP is collected separately. Once a PC has 500 personal XP, they can select a talent (a series of articles from CA4, CA5, and CA12 on Heroic, Paragon, and Epic Talents) for their character. Then everyone goes up in level simultaneously regardless and players can still receive a little something-something for their extra efforts. When it comes down to it, whatever unlocks your players' innate greed will do the trick. I've always felt that too much hand-holding can take away from the fun and goes against the agenda of a merc campaign (which is why it's recommended for mature players who understand that a game is just a game and don't mind a little healthy competition). It's not for everyone. [/QUOTE]
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Review - Combat Advantages #14
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