jasper
Rotten DM
Visions game store. Friday night. Montgomery Al. 6 pm. I will be the dm with the skull.Am I the only one here who would LOVE to participate in a game where the PCs are constantly screwing everything up? That sounds awesome!
Visions game store. Friday night. Montgomery Al. 6 pm. I will be the dm with the skull.Am I the only one here who would LOVE to participate in a game where the PCs are constantly screwing everything up? That sounds awesome!
I have tried and failed...I feel that milestone is MUCH easier to handle.
For me XP is neither a simulation of skill acquisition nor a reward for behavior I want to see. It's an award given (or taken away) to amplify the highs and lows of the game, enhancing excitement. It should make the players feel better when they're feeling good, and worse when they're feeling bad - kind of like betting money on your team in a sports game.XP in D&D isn’t a simulation of the learning process, it’s a reward. I give XP for whatever behavior I want to encourage in a given campaign; usually for overcoming encounters, completing quests, and discovering secrets.
There's that old adage about learning more from failure than success. For those DMs who track XP instead of milestones, have you attempted to model this when awarding XP? If so, what did that look like at your table?
I definitely learn more by running bad games than when I run great games.
I've come across a home rule where a person gains 10 xp for each point of damage dealt, and 20 xp for each point of damage taken. AoE gains xp just for one target. Plus xp for loot and goals. It's a bit too fine for me, but I have adopted 100 xp per HD defeated, and 200 xp per level of character for the character when they are dropped to 0.
It seems like such a system has some nasty positive-feedback loops in it which will ensure ever-increasing level disparity. Any character who is below the average party level will be able to deal out less damage per combat, and sustain less damage before dropping to zero hitpoints - and vice versa for anyone above the average party level.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.