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<blockquote data-quote="Psion" data-source="post: 822034" data-attributes="member: 172"><p>Here's what I do.</p><p></p><p>The fundamental of the XP system, AFAIAC, is to advance the characters at a certain rate. Now it can serve the purpose of rewarding players for desired behavior, but if you try to build a system comosed of enumerated rewards:</p><ol> <li data-xf-list-type="ol">It becomes harder to control the rate of advancement you desire for campaign purposes, and:</li> <li data-xf-list-type="ol">You add a lot of accounting overhead as you strive to record each instance of actions on your "magic list."<br /> [/list=1]<br /> <br /> This being the case, I extablish the base advancement rate and assign percentage modifiers.<br /> <br /> I use the baseline in the DMG to define my starting point. Per the DMG, if you award 75 xp/hour per level, the rate of advancement should be similar to what it is under the CR system. IME, this isn't QUITE true since encounters that really take one hour are typically EL>party level and encounters at below average EL take less time. As a result, I think D&D progression is FASTER than the theoretical under the CR system.<br /> <br /> At any rate in my old campaign, I scale the baseline back to 50 xp / hour per level. Then I allow % modifiers (in 5-10% blocks) for:<ol> <li data-xf-list-type="ol">Difficulty of the session (this method has much more flexibility than the CR method, as it counts diffulty NOT directly arising from the power of the creatures).[list[</li> <li data-xf-list-type="ol">Interesting roleplaying or characterization.</li> <li data-xf-list-type="ol">Pushing the game forward (usually by clever ideas or deduction.)</li> </ol><br /> In my latest game, I decided I wanted a progression more like older editions where at higher levels you advance slower, so what I did was change the baseline from 50 xp per level per hour to 75 xp x (level ^ .5) per hour. This maximizes time in the "sweet spot" of 6th-10th level.</li> </ol></blockquote><p></p>
[QUOTE="Psion, post: 822034, member: 172"] Here's what I do. The fundamental of the XP system, AFAIAC, is to advance the characters at a certain rate. Now it can serve the purpose of rewarding players for desired behavior, but if you try to build a system comosed of enumerated rewards: [list=1][*]It becomes harder to control the rate of advancement you desire for campaign purposes, and: [*]You add a lot of accounting overhead as you strive to record each instance of actions on your "magic list." [/list=1] This being the case, I extablish the base advancement rate and assign percentage modifiers. I use the baseline in the DMG to define my starting point. Per the DMG, if you award 75 xp/hour per level, the rate of advancement should be similar to what it is under the CR system. IME, this isn't QUITE true since encounters that really take one hour are typically EL>party level and encounters at below average EL take less time. As a result, I think D&D progression is FASTER than the theoretical under the CR system. At any rate in my old campaign, I scale the baseline back to 50 xp / hour per level. Then I allow % modifiers (in 5-10% blocks) for:[list=1][*]Difficulty of the session (this method has much more flexibility than the CR method, as it counts diffulty NOT directly arising from the power of the creatures).[list[ [*]Interesting roleplaying or characterization. [*]Pushing the game forward (usually by clever ideas or deduction.)[/list] In my latest game, I decided I wanted a progression more like older editions where at higher levels you advance slower, so what I did was change the baseline from 50 xp per level per hour to 75 xp x (level ^ .5) per hour. This maximizes time in the "sweet spot" of 6th-10th level.[/list] [/QUOTE]
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