I'm A Banana
Potassium-Rich
Looks like you could slow XP and, at the same time, slow treasure acquisition. Same encounters, just less reward for each of them, so you get more of them before you gain a level.
Hussar said:Sorry, wasn't clear. I meant that my 1e and 2e campaigns leveled at exactly the same rate as my 3e campaigns, both as a player and a DM. 4-6 sessions/level on average, in any edition.
The whole "it usually took years to hit double digit levels" never applied in any game I ever played or saw until 3e actually.
The 3e designers intended 3.333 sessions to level,
Hussar said:Y'know, that's a number I see bandied about a lot. 20 levels in a single year of play. Yet, that was trotted out early in the 3e days, and, a great deal of play since then has pretty much buried that idea.
See, I have a great difficulty in reconciling the idea that you can get through 13 1/3 creatures, in a system that everyone tells me takes 2 hours to do a single combat.
Designer intent doesn't really amount to a hill of beans when it flies in the face of actual play. There may have been the intent for games to hit 20th within 66 sessions, but, I've yet to see anyone online who actually does this.
Harmon said:As far as converting to 1e- just one question - Why?
After about three decades of hard biting work, the makers have set forth a better system.
rycanada said:I used to believe this, but now I look at it like it has a second head. I mean, why shouldn't games have a reward mechanic, and why shouldn't we try to use it to encourage the kind of play that we want? I mean, what if someone said "You don't need to try to accumulate wealth to have fun playing Monopoly, the thrill of gaming should be enough." Game design - which includes providing incentives through the system (or "numerical carrots") has a place in roleplaying.
Kestrel said:I am working on a reward mechanic, because everyone likes recognition of when they do something cool, but I just dont think the xp system is what Im looking for. The idea I'm throwing around is a Fan Mail mechanic, where players can give others players an action point or swashcard when they do something really cool, have a great idea, or roleplay a scene really well. I have good players that want a fun game, so I don't have to worry too much about abuse of a player mechanic.