Quasqueton
First Post
This was posted in another thread:
I have a system that helps to alleviate that feeling of a "wasted" game session where no xp is racked up through overcoming obstacles.
At 4th level and higher, I don't award more than 1/4th the xp the PCs need for the next level. For example, a 6th-level character needs 6,000 xp to get the next level. At the end of a game session, I award xp for that session, with a maximum of 1,500 xp. Any earned xp above the 1,500 gets put in the "bank". If during a later session, the PCs don't earn enough to hit the maximum limit, I pull xp out of their bank.
For instance: The 6th-level PCs earn 2,400 xp on game session. I award them 1,500 xp and put the remaining 900 xp in their bank. The next game session, the earn only 800 xp. I pull 700 xp out of their bank to give them their full 1,500 xp for that session. And that still leaves 200 xp in their bank for later.
This does three things: Keeps the PCs from leveling "too fast" (no faster than once every 4 game sessions). It lets them know they will probably still get some xp for a game session where they may not be taking on many challenges (so they are more patient with the slower action). And it sticks to the concept that the PCs still have to actually *do* something to earn their xp --- the PCs have to overcome obstacles and navigate challenges (no xp for free).
Do you do something similar?
[And "go up one level for every 8-10 hours of playing time"? Wow, that's fast. With one level per 4 game sessions for us equals 16-20 hours of playing time.]
Quasqueton
I didn't want to hijack the thread with this subject, so here is a new thread specifically for this subject.After our sessions are done, I tag the session with a 1, 2, or 3, with 3 being best, based on the group getting started on time, people playing in character and not getting distracted, and just in general getting stuff accomplished. So the way I play the characters can - literally - earn as much experience talking to townspeople as fighting dragons; in the long run it all balances out, most characters go up one level for every 8-10 hours of playing time.
Nobody's complained yet, and this way nobody gets exasperated during the role-playing parts of our sessions, thinking, "Hey, hurry up, you're costing me experience!" Works for us, anyway.
I have a system that helps to alleviate that feeling of a "wasted" game session where no xp is racked up through overcoming obstacles.
At 4th level and higher, I don't award more than 1/4th the xp the PCs need for the next level. For example, a 6th-level character needs 6,000 xp to get the next level. At the end of a game session, I award xp for that session, with a maximum of 1,500 xp. Any earned xp above the 1,500 gets put in the "bank". If during a later session, the PCs don't earn enough to hit the maximum limit, I pull xp out of their bank.
For instance: The 6th-level PCs earn 2,400 xp on game session. I award them 1,500 xp and put the remaining 900 xp in their bank. The next game session, the earn only 800 xp. I pull 700 xp out of their bank to give them their full 1,500 xp for that session. And that still leaves 200 xp in their bank for later.
This does three things: Keeps the PCs from leveling "too fast" (no faster than once every 4 game sessions). It lets them know they will probably still get some xp for a game session where they may not be taking on many challenges (so they are more patient with the slower action). And it sticks to the concept that the PCs still have to actually *do* something to earn their xp --- the PCs have to overcome obstacles and navigate challenges (no xp for free).
Do you do something similar?
[And "go up one level for every 8-10 hours of playing time"? Wow, that's fast. With one level per 4 game sessions for us equals 16-20 hours of playing time.]
Quasqueton
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