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General Tabletop Discussion
*Pathfinder & Starfinder
Suggestions on How to Handle Staggered XP Progression
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<blockquote data-quote="KidSnide" data-source="post: 5400666" data-attributes="member: 54710"><p>The XP system, as described in the core rules, is best designed for a campaign where the character's objectives is simply to destroy as much evil as possible. Then it doesn't matter whether the PCs run through arbitrary dungeons, fight wandering monsters or complete the occasional quest - so long as they are thwarting evil, they advance at a reasonable (or rapid, depending on your point of view) rate.</p><p></p><p>However, it doesn't work very well when your campaign is based around a particular story. In that sort of game, destroying arbitrary evil isn't relevant -- it's whether you can accomplish the goals of the campaign. In fact, in that type of game, going on a side trek to get a particularly magic sword isn't really an appropriate source of xp. Sure, the PCs can make the strategic advantage that they want the treasure to better accomplish their goals, but it's a side trek away from their goals. Similarly, if the PCs find a clever way to avoid a bunch of fights to get to their primary target faster, they should be rewarded by leveling faster, not punished for missing the expected source of xp.</p><p></p><p>In a game like Tomb of Horrors, I would identify specific objectives that are worth xp (a lot of xp!) and only track those. You don't want your PCs playing through the Tombs with the goal of clearing the dungeons. It should be to reach the objectives and survive!</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5400666, member: 54710"] The XP system, as described in the core rules, is best designed for a campaign where the character's objectives is simply to destroy as much evil as possible. Then it doesn't matter whether the PCs run through arbitrary dungeons, fight wandering monsters or complete the occasional quest - so long as they are thwarting evil, they advance at a reasonable (or rapid, depending on your point of view) rate. However, it doesn't work very well when your campaign is based around a particular story. In that sort of game, destroying arbitrary evil isn't relevant -- it's whether you can accomplish the goals of the campaign. In fact, in that type of game, going on a side trek to get a particularly magic sword isn't really an appropriate source of xp. Sure, the PCs can make the strategic advantage that they want the treasure to better accomplish their goals, but it's a side trek away from their goals. Similarly, if the PCs find a clever way to avoid a bunch of fights to get to their primary target faster, they should be rewarded by leveling faster, not punished for missing the expected source of xp. In a game like Tomb of Horrors, I would identify specific objectives that are worth xp (a lot of xp!) and only track those. You don't want your PCs playing through the Tombs with the goal of clearing the dungeons. It should be to reach the objectives and survive! -KS [/QUOTE]
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Suggestions on How to Handle Staggered XP Progression
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