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General Tabletop Discussion
*TTRPGs General
Slowing Advancement and Other Arbitrary Restrictions
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 3426831" data-attributes="member: 2810"><p>I used to play DragonQuest back in the day, and it awarded XP per session based on success or failure. It was our first point we experienced XP awards other than the 1st Ed. D&D way, and it was quite a revelation. All of a sudden kills became less important than planning, and it was hard to go back to the old way, so much so that we eventually adopted that method to a lot of other games.</p><p></p><p>But I'm hesitant to institute a blanket 'you level when I say so' system. Although I like levels occurring at plot-appropriate times, I find awarding the XP and requiring training time or some other significant event takes care of that. For example, I once had a fighter player with enough XP to level, but they were deep in enemy territory and I hadn't let them train yet. In the next encounter, that fighter ended up taking on the brigand leader in essentially single combat (the rest of the party was dealing with the mooks). After he was victorious, I let him count that as his 'training time' and he leveled. A similar situation happened with a mage that touched an artifact and had a mind-altering experience.</p><p></p><p>I just find that being a little more 'by the book' in terms of XP awards gives the players a greater feeling of accomplishment, a little more sense that how well they do in any given session has a direct impact on their advancement. I use enough plot or story XP to pace things pretty much anyway; if the party levels at 80%of the way through an adventure instead of the end, it really doesn't matter to me that much. And I think its important to have these ebbs and flows in a party's power relative to their foes, so if they level a tad faster and get to act like badasses for a session, that's cool too. And they'll pay for it eventually <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 3426831, member: 2810"] I used to play DragonQuest back in the day, and it awarded XP per session based on success or failure. It was our first point we experienced XP awards other than the 1st Ed. D&D way, and it was quite a revelation. All of a sudden kills became less important than planning, and it was hard to go back to the old way, so much so that we eventually adopted that method to a lot of other games. But I'm hesitant to institute a blanket 'you level when I say so' system. Although I like levels occurring at plot-appropriate times, I find awarding the XP and requiring training time or some other significant event takes care of that. For example, I once had a fighter player with enough XP to level, but they were deep in enemy territory and I hadn't let them train yet. In the next encounter, that fighter ended up taking on the brigand leader in essentially single combat (the rest of the party was dealing with the mooks). After he was victorious, I let him count that as his 'training time' and he leveled. A similar situation happened with a mage that touched an artifact and had a mind-altering experience. I just find that being a little more 'by the book' in terms of XP awards gives the players a greater feeling of accomplishment, a little more sense that how well they do in any given session has a direct impact on their advancement. I use enough plot or story XP to pace things pretty much anyway; if the party levels at 80%of the way through an adventure instead of the end, it really doesn't matter to me that much. And I think its important to have these ebbs and flows in a party's power relative to their foes, so if they level a tad faster and get to act like badasses for a session, that's cool too. And they'll pay for it eventually :] [/QUOTE]
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