Slowing Advancement and Other Arbitrary Restrictions

Reynard

aka Ian Eller
Supporter
I have been re-reading a lot of previous edition books lately, and been seriously considering going back to 1E. However, my current campaign is 3.5 and I don't want to create headaches by converting it. So, there's some things I would like to do to make 3.5 more condusive to me as a DM.

First off, I have already tossed out the grid and minis. We still use AoOs and such, but base it on intent, description and quick, not-to-scale sketches. It has vastly improved my game.

But the other night the PCs were victorious in a hard fought battle, using smart tactics and good teamwork and more than a little moxy. When I counted up XP, though, this one fight gave them half of what they needed to raise a level. In fact, based on the way I build encounters, they have gained 3 levels in about 5 sessions (and about 3 days, game time). it is too fast. I want to slow it down.

I don't necessarily want to just say 1/2 or 1/5 normal XP -- although it may come down to that. I am looking for ways to slow advancement without having to give up the fun, desperate battles and the twisted, evil traps and puzzles. Any suggestions would be much appreciated.

Also, the "magic shop" thread has made me realize that the Wealth By Level guidelines are way out of whack for how I view D&D. I am cautious just tossing it out entirely, however, because character gear is a factor in character power, and therefore challenge ratings and XP. Of course, if I come up with an XP solution, it might not be an issue.
 

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Cutting the experience is a perfectly reasonable method to set the game pace at a level that will make the campaign the way you as the DM want it to run. Our group cut the experience rate by half after our first two campaigns using the 3.0 rules as we all felt that level progression was too fast. Savor the experience, much like a fine piece of chocolate. :D

-KenSeg
gaming since 1978
 

what do levels represent in your game?

for me they have always meant "learning" or "experiencing" things. so you learn to improve the way you did things previously.

however, as with any learning. you don't master it just b/c you know it. that takes practice and repetition.

so i always add training time.

levels are like an epiphany of sorts.
 

Have a look at LloydWrites.com 's Article on slowing down xp. I t simply defines and codifies a new xp system that many of us have been using for years (ie. level up every X sessions). I find it very useful as a base system, then add extra xp for roleplaying and extremely difficult encounters..
 

One of the better ways to slow down XP is to stop telling them their numbers. Much like how you threw out the map and minis. For what it's worth, my group has never used minis - our maps are these quickly sketched outlines of the area b/c our GM isn't always too good at conveying it, and we're *way* too good at being creative in our responses. Besides, half our battles occur in 3D as it is.

I've found by not telling the players exactly what their XP is then you can much more easily control leveling without making them feel cheated. They level as fast as your game needs them too, and/or as fast as you can tell they're itching to be able to do more - whichever comes first. Do you have anyone who creates a lot of magic items and therefore 'needs' to know his XP numbers?
 

You might want to consider True20. The core concepts are the same as D20, but there are a few changes that free players & GM of that system's constraints.

* No XP tracking: GM tells players when they reach the next level, typically at the end of an adventure or key encounter
* Three core classes - either the GM can create roles with specific feat chains (like d20 classes) or just let the players chose what they want when they level up
* Less reliance on magic items: D20 assumes players have certain amount of magical items at specific levels to take on encounters. True20 doesn't have these same assumptions so players can have fewer items/trinkets and successfully complete encounters
* No AoO
* No assumption of using minis and mats, although you can always do this if you like
* Use of conviction (action) points allow players to push towards heroic play

There are some other things that people have a tougher time with, specifically no HPs and a Toughness save, and a wealth system that's more like D20 modern. The magic system is also different in that magical "powers" are selected in place of feats.

You also might consider Castles & Crusaders, which from everything I've read from Treebore is a hybrid between 1E and 3.5E.

See TB, I have been reading your posts! ;)
 

I second the notion of leveling when the DM says so. Simple, and easy to figure, everyone is equal (assuming no extra considerations). The only consideration of this arbitrary advancment is XP costs for item manufacturing (or related XP costs for spells in general).

Another method is to double, triple, or quadruple the actual table of XP requirements as well as XP costs for spell use/item creation. For example, it now takes 3000xp for 2nd level, 6000 for 3rd, etc. and the appropriate xp costs for items cost the appropriate amount more. If you don't do both multipliers then the item xp costs become essentially cheaper, and the intrepid item crafter can abuse the system.

If you just reduce the XP given out, then item crafting becomes increasingly 'costly' effectively.

All in all, if the players agree to not use item crafting (or minimal use of say 'scribe scroll') then I would just use arbitrary advancement, But if you have crafters in the party, then it is probably better to use an increased xp table (and increased crafting costs).
 

Just be sure to at least cut treasure by about as much as you cut XP, or your group will end up with more then the guidelines recomend.

And on those guidelines, it looks like a lot, but when you actually look what the price of magic items, it may not be so much, and not necassarily more then what charecters had in past editions.

Finally, in terms of pacing, things like roleplaying, travel, planning, general exploration (of weird dungeon/wilderness features), can even out the pace and slow things down a little, if that is what you are looking for. (As an aside, these encounters often don't involve treasure as a reward, so if you do give some XP for these, you will find that PC wealth may not keep up with the guidelines, which may be ok).
 

Throw out XP based on CR or anything else in-game and just award enough per session to have PCs advance at the speed you want. If your PCs never use item creation or particular spells that drain XP, you could even drop XP altogether and just advance them as needed.
 

I grabbed a calculator and did some math and found that (theoretically) using standard XP vaues for challenges at 75 XP x CR seems to be about where it should be. it does, however, get rid of some of the issues I have been having, though, because I tend to use more, lower CR creatures (with a big boss). Since the XP chart as it is doesn't star to reduce what you get for low CR creatures until you are well into the mid-levels, that is what seems to be causing the fast advancement in my games.

Example: through good tactics, solid teamwork and good luck, the 5 PCs managed to defeat (at 5th level) 30 grimlocks (mutant orcs IMC, CR 1) and an ettin (CR 6). According to the chart, they got 2000+ XP per PC. Under the new system, they would have gotten 570 XP each -- much more in-line with my preferred rate of advancement.
 

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