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General Tabletop Discussion
*Pathfinder & Starfinder
Two Complementary Systems To Reward/Penalize PC Encounters-To-Rest Ratio
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<blockquote data-quote="firesnakearies" data-source="post: 4337197" data-attributes="member: 71334"><p>Wow, thanks guys. That was some great feedback, I appreciate it.</p><p></p><p>I definitely agree, after thinking it over, that the XP scale was far too large a range, and needed to be considerably more subtle. Also, the Momentum system WAS too complicated and tried to do too much.</p><p></p><p>So, I re-wrote the proposal, making some dramatic changes. The XP bonus/penalty system is vastly toned down, using Infocynic's suggestion, as well as capping at 150%. I also added a clarification that only level-appropriate encounters would qualify for increasing the number of encounters for the day. No running around killing baby kobolds all day to pad the XP bonus for the one real fight.</p><p></p><p>I dropped the concept of penalties from the Momentum system entirely, and made it less complex in general. It's now a pretty simple and easy system of encouraging a party to press on, without punishing them the way the old system did.</p><p></p><p>This feels a lot better to me already, so thank you again for your feedback!</p><p></p><p></p><p></p><p><em>Here's the edited version:</em></p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>1. Encounter XP by Number of Encounters Per Day:</strong></span></p><p></p><p>Encounter XP is awarded at the end of each extended rest, based on all encounters since the last extended rest. This is also when levelling up will take place. The following modifier applies to the TOTAL experience earned for that "day":</p><p></p><p><strong>1 encounter:</strong> 70% of normal award</p><p><strong>2 encounters:</strong> 80% of normal award</p><p><strong>3 encounters:</strong> 90% of normal award</p><p><strong>4 encounters:</strong> 100% of normal award</p><p><strong>5 encounters:</strong> 110% of normal award</p><p><strong>6 encounters:</strong> 120% of normal award</p><p><strong>7 encounters:</strong> 130% of normal award</p><p><strong>8 encounters:</strong> 140% of normal award</p><p><strong>9 or more encounters:</strong> 150% of normal award</p><p></p><p>Only <strong>appropriately-challenging</strong> encounters will “count” for purposes of the above chart.</p><p></p><p>Encounters which the DM has flagged as "Hard" will be worth 2 encounters for the day.</p><p></p><p>The "Final" or "Main Boss" encounter of an adventure will be worth 3 encounters for the day.</p><p></p><p>The penalties for completing less than 4 encounters only apply if there were additional encounters remaining in the current adventure area, and the PCs were not prevented from proceeding by storyline or circumstance beyond their control. Only if they choose to stop and rest early when they COULD go on to more encounters will they be penalized.</p><p></p><p>Extra XP awards for quest completion, in-game achievements, roleplaying, or anything else besides actual encounters will be awarded in consolidated batches each time the PCs "return to town" to fully rest and resupply, starting a new "chapter" of the game. These miscellaneous awards will not be affected by the above system at all.</p><p></p><p></p><p><strong><span style="font-size: 15px">2. Momentum:</span></strong></p><p></p><p>In addition to the above, I will be using another system of reward for taking on a greater number of encounters per rest period. The idea is called <em>Momentum</em>, and it is a sliding numerical score which increases according to the PCs' cumulative successes and boldness. It represents the effect of growing morale, adrenaline, confidence, and even the approval of the gods in the heroism of the party.</p><p></p><p>The PCs start an adventure with 0 Momentum, which does not affect them in any way. Each <strong>appropriately-challenging</strong> encounter that they complete without resting raises their Momentum score by 1 point, or 2 for a "Hard" encounter, or a huge 3 points for a "Final Boss" encounter. Defeating an <strong>appropriately-challenging</strong> encounter with extreme dominance, an Overwhelming Victory (entirely up to the DM's opinion), will grant a bonus 1 point of Momentum. Fleeing completely from an encounter will deduct 1 point, with a minimum score of 0. However, going back and defeating that same encounter which routed the PCs before will award one BONUS point of Momentum, as they revel in the thrill of vindication. (In other words, they get back the point that they lost by running away before.)</p><p></p><p>Stopping for any extended period of time begins to drain the party's Momentum, at a rate of 1 point per hour after the first, to a minimum of 0. What activities constitute "stopping" (versus "non-combat adventuring" which may not result in diminishing Momentum) are completely determined, on a case-by-case basis, by the DM. </p><p></p><p><strong>Momentum is always reset to 0 following an extended rest.</strong></p><p></p><p><em>The benefits of the Momentum score are as follows:</em></p><p></p><p><strong>Momentum 1 to 3:</strong> The PCs gain temporary Hit Points equal to the Momentum score, which refresh at the end of each combat.</p><p></p><p><strong>Momentum 4 to 5:</strong> The above, plus each PC gains a bonus to the FIRST attack made in each new encounter equal to the Momentum score.</p><p></p><p><strong>Momentum 6 to 7:</strong> The above, plus a 1-point untyped bonus to all defenses and saving throws.</p><p></p><p><strong>Momentum 8 or higher:</strong> The above, plus each PC gains a 20% bonus to the FIRST healing surge used in each new encounter.</p></blockquote><p></p>
[QUOTE="firesnakearies, post: 4337197, member: 71334"] Wow, thanks guys. That was some great feedback, I appreciate it. I definitely agree, after thinking it over, that the XP scale was far too large a range, and needed to be considerably more subtle. Also, the Momentum system WAS too complicated and tried to do too much. So, I re-wrote the proposal, making some dramatic changes. The XP bonus/penalty system is vastly toned down, using Infocynic's suggestion, as well as capping at 150%. I also added a clarification that only level-appropriate encounters would qualify for increasing the number of encounters for the day. No running around killing baby kobolds all day to pad the XP bonus for the one real fight. I dropped the concept of penalties from the Momentum system entirely, and made it less complex in general. It's now a pretty simple and easy system of encouraging a party to press on, without punishing them the way the old system did. This feels a lot better to me already, so thank you again for your feedback! [I]Here's the edited version:[/I] [SIZE="4"][B]1. Encounter XP by Number of Encounters Per Day:[/B][/SIZE] Encounter XP is awarded at the end of each extended rest, based on all encounters since the last extended rest. This is also when levelling up will take place. The following modifier applies to the TOTAL experience earned for that "day": [B]1 encounter:[/B] 70% of normal award [B]2 encounters:[/B] 80% of normal award [B]3 encounters:[/B] 90% of normal award [B]4 encounters:[/B] 100% of normal award [B]5 encounters:[/B] 110% of normal award [B]6 encounters:[/B] 120% of normal award [B]7 encounters:[/B] 130% of normal award [B]8 encounters:[/B] 140% of normal award [B]9 or more encounters:[/B] 150% of normal award Only [B]appropriately-challenging[/B] encounters will “count” for purposes of the above chart. Encounters which the DM has flagged as "Hard" will be worth 2 encounters for the day. The "Final" or "Main Boss" encounter of an adventure will be worth 3 encounters for the day. The penalties for completing less than 4 encounters only apply if there were additional encounters remaining in the current adventure area, and the PCs were not prevented from proceeding by storyline or circumstance beyond their control. Only if they choose to stop and rest early when they COULD go on to more encounters will they be penalized. Extra XP awards for quest completion, in-game achievements, roleplaying, or anything else besides actual encounters will be awarded in consolidated batches each time the PCs "return to town" to fully rest and resupply, starting a new "chapter" of the game. These miscellaneous awards will not be affected by the above system at all. [B][SIZE="4"]2. Momentum:[/SIZE][/B] In addition to the above, I will be using another system of reward for taking on a greater number of encounters per rest period. The idea is called [I]Momentum[/I], and it is a sliding numerical score which increases according to the PCs' cumulative successes and boldness. It represents the effect of growing morale, adrenaline, confidence, and even the approval of the gods in the heroism of the party. The PCs start an adventure with 0 Momentum, which does not affect them in any way. Each [B]appropriately-challenging[/B] encounter that they complete without resting raises their Momentum score by 1 point, or 2 for a "Hard" encounter, or a huge 3 points for a "Final Boss" encounter. Defeating an [B]appropriately-challenging[/B] encounter with extreme dominance, an Overwhelming Victory (entirely up to the DM's opinion), will grant a bonus 1 point of Momentum. Fleeing completely from an encounter will deduct 1 point, with a minimum score of 0. However, going back and defeating that same encounter which routed the PCs before will award one BONUS point of Momentum, as they revel in the thrill of vindication. (In other words, they get back the point that they lost by running away before.) Stopping for any extended period of time begins to drain the party's Momentum, at a rate of 1 point per hour after the first, to a minimum of 0. What activities constitute "stopping" (versus "non-combat adventuring" which may not result in diminishing Momentum) are completely determined, on a case-by-case basis, by the DM. [B]Momentum is always reset to 0 following an extended rest.[/B] [I]The benefits of the Momentum score are as follows:[/I] [B]Momentum 1 to 3:[/B] The PCs gain temporary Hit Points equal to the Momentum score, which refresh at the end of each combat. [B]Momentum 4 to 5:[/B] The above, plus each PC gains a bonus to the FIRST attack made in each new encounter equal to the Momentum score. [B]Momentum 6 to 7:[/B] The above, plus a 1-point untyped bonus to all defenses and saving throws. [B]Momentum 8 or higher:[/B] The above, plus each PC gains a 20% bonus to the FIRST healing surge used in each new encounter. [/QUOTE]
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