Gothmog
First Post
Over in the "IS D&D getting too powerful?" thread in the General Forum, some concern was voiced over the consistent increasing power creep in 3E. I am starting this thread as an endeavor to discuss methods/rules/ideas for reducing or mitigating this trend. I guess as the thread starter, I should post a few ideas to begin with.
A) Story-based XP gain instead of based on killing/overcoming monsters. My house rules are below:
What I'm going to suggest is going to sound extreme- stop giving XP awards for killing monsters, period. Instead, give XP for accomplishing goals during the adventure, good roleplaying, innovative problem solving, etc. You still figure up appropriate encounters based on CR and EL, but just don't award XP for them. I have been doing this for about a year in my campaign, and the difference in play styles is dramatic- this results in less random violence on the part of the PCs, and encourages roleplaying. The system I use is:
1. First, find out how many XP it will take for a character to reach the next level. Example: going from 4th to 5th level would require 4000 XP.
2. Before running the adventure, designate a number of minor, lesser, and major goals the PCs are looking to accomplish. For example, the characters have been hired to investigate the disappearance of the inhabitants of a small town, find them if possible, return them alive, and remove the threat that caused their disappearance in the first place.
A minor goal is something that the PCs need to do in order to get to the heart of the adventure: in this case, investigate the town looking for clues, and following a disguised trail that leads from town to an isolated forest. Finding and disabling a trap that guards the corridor into a cave where the track leads would also be a minor goal. Typically I give 2-5% of the XP needed to get to the next level for accomplishing a minor goal. So for our 4th level party, it would be 80-200 XP each, depending on the difficulty of the task.
A lesser goal would be something the PCs do in the course of accomplishing the reason for the adventure. In this case, finding the missing townspeople being held in a cave by bugbear guards, and eliminating the bugbear threat and their aboleth master are both lesser goals. Lesser goals should net the PCs 7-10% of the XP nedded for the next level. In this situation presented above, there were two lesser goals, each worth 280-400 XP each.
Finally, a greater goal would be the main reason the PCs went on the adventure in the first place. In the example, bringing as many townspeople back alive as possible is the major goal. Major goals should net the PCs 15-20% of the XP needed for the next level, or in this case 600-800 XP each.
There can be multiple minor and lesser goals in an adventure, but there should usually only be one greater goal. You should adjust the XP recieved in each goal to match the difficulty the PCs had in overcoming it. Also, the more goals you have, the less XP you should dole out for each goal.
3. Roleplaying XP- I usually give 0-15% of the XP needed for the next level for good roleplaying, staying in character, and innovative problem solving. In this case, something around 0-600 XP for each character, which is nothing to scoff at.
Using this system, characters will advance at roughly the same rate for each level, even if there are characters of differing levels in the party. It takes 3-4 adventures for characters to advance a level with this system. The 4th level party mentioned above would get around 1600-1800 XP each for the adventure. And the big bonus is you don't have to mess with that wonky CR/XP chart.
B) To keep the HP from becoming too crazy at high levels, how about the following: Give all characters a number of hp at 1st level equal to their Con + hit die type + Con modifier. Then, every level therafter, the character gets hit die + Con modifier. Basically, a version of the WP/VP system in Star Wars RPG. Alternately, you could use the lower death from massive damage rules from CoC d20, or D20 Modern.
Just a couple of ideas for now- I'll post more with ideas for a low-magic setting later once I type them on Word. Any comments are welcome.
A) Story-based XP gain instead of based on killing/overcoming monsters. My house rules are below:
What I'm going to suggest is going to sound extreme- stop giving XP awards for killing monsters, period. Instead, give XP for accomplishing goals during the adventure, good roleplaying, innovative problem solving, etc. You still figure up appropriate encounters based on CR and EL, but just don't award XP for them. I have been doing this for about a year in my campaign, and the difference in play styles is dramatic- this results in less random violence on the part of the PCs, and encourages roleplaying. The system I use is:
1. First, find out how many XP it will take for a character to reach the next level. Example: going from 4th to 5th level would require 4000 XP.
2. Before running the adventure, designate a number of minor, lesser, and major goals the PCs are looking to accomplish. For example, the characters have been hired to investigate the disappearance of the inhabitants of a small town, find them if possible, return them alive, and remove the threat that caused their disappearance in the first place.
A minor goal is something that the PCs need to do in order to get to the heart of the adventure: in this case, investigate the town looking for clues, and following a disguised trail that leads from town to an isolated forest. Finding and disabling a trap that guards the corridor into a cave where the track leads would also be a minor goal. Typically I give 2-5% of the XP needed to get to the next level for accomplishing a minor goal. So for our 4th level party, it would be 80-200 XP each, depending on the difficulty of the task.
A lesser goal would be something the PCs do in the course of accomplishing the reason for the adventure. In this case, finding the missing townspeople being held in a cave by bugbear guards, and eliminating the bugbear threat and their aboleth master are both lesser goals. Lesser goals should net the PCs 7-10% of the XP nedded for the next level. In this situation presented above, there were two lesser goals, each worth 280-400 XP each.
Finally, a greater goal would be the main reason the PCs went on the adventure in the first place. In the example, bringing as many townspeople back alive as possible is the major goal. Major goals should net the PCs 15-20% of the XP needed for the next level, or in this case 600-800 XP each.
There can be multiple minor and lesser goals in an adventure, but there should usually only be one greater goal. You should adjust the XP recieved in each goal to match the difficulty the PCs had in overcoming it. Also, the more goals you have, the less XP you should dole out for each goal.
3. Roleplaying XP- I usually give 0-15% of the XP needed for the next level for good roleplaying, staying in character, and innovative problem solving. In this case, something around 0-600 XP for each character, which is nothing to scoff at.
Using this system, characters will advance at roughly the same rate for each level, even if there are characters of differing levels in the party. It takes 3-4 adventures for characters to advance a level with this system. The 4th level party mentioned above would get around 1600-1800 XP each for the adventure. And the big bonus is you don't have to mess with that wonky CR/XP chart.
B) To keep the HP from becoming too crazy at high levels, how about the following: Give all characters a number of hp at 1st level equal to their Con + hit die type + Con modifier. Then, every level therafter, the character gets hit die + Con modifier. Basically, a version of the WP/VP system in Star Wars RPG. Alternately, you could use the lower death from massive damage rules from CoC d20, or D20 Modern.
Just a couple of ideas for now- I'll post more with ideas for a low-magic setting later once I type them on Word. Any comments are welcome.
