Quasqueton
First Post
A method we use in my campaign keeps the PCs leveling no faster than every 4 game sessions.
I award no more than 1/4th what they need for the next level at the end of a session. The remainder go in a "bank" for awarding when a game session is light on the challenges.
For instance:
At 5th level, the PCs need 5,000 xp to reach 6th level. So if they have lots of challenges in a game session, gaining say, 2,000 xp, I award them only 1,250 xp (1/4th of 5,000). The remaining 750 xp go in the bank. If they have a "slow" game next session, earning only 200 xp, they get the 200 plus the 750 in the bank, for a total of 950 xp that session.
It keeps the rate of leveling nice and smooth. And when they have xp in the bank, they don't feel like every game session has to be a big series of battles. They can have the slower sessions and still get xp. And they know they still have to actually earn the xp.
Quasqueton
I award no more than 1/4th what they need for the next level at the end of a session. The remainder go in a "bank" for awarding when a game session is light on the challenges.
For instance:
At 5th level, the PCs need 5,000 xp to reach 6th level. So if they have lots of challenges in a game session, gaining say, 2,000 xp, I award them only 1,250 xp (1/4th of 5,000). The remaining 750 xp go in the bank. If they have a "slow" game next session, earning only 200 xp, they get the 200 plus the 750 in the bank, for a total of 950 xp that session.
It keeps the rate of leveling nice and smooth. And when they have xp in the bank, they don't feel like every game session has to be a big series of battles. They can have the slower sessions and still get xp. And they know they still have to actually earn the xp.
Quasqueton