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What homebrew rules are you using for level advancement?
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<blockquote data-quote="MNblockhead" data-source="post: 7134362" data-attributes="member: 6796661"><p>When I was setting up my current campaign a couple years ago I used the rules below. My game meets once per months for an eight-hour session. After the first session, however, I went to a pure milestone approach. Now we are at the point where every session we play at a different level. I try to write my adventures so that they can be completed in the session. </p><p></p><p>If I were to go back to an XP-based approach, I would probably go back to something similar to the guidelines below, but I really detest XP book-keeping. </p><p></p><p><strong>HOW EXPERIENCE IS REWARDED</strong></p><p></p><p><strong>1. Combat/Encounter Based. </strong></p><p> </p><p>This is the XP values of the creatures defeated (not necessarily killed). If a particularly clever use of diplomacy, subterfuge, or other non-lethal method results in "defeating" or avoiding opponents in an encounter, I will award XP based upon the challenge involved. If, compared to a head-on fight, the non-violent or non-combat-victory solutions was very easy, you'll be awarded no, or only a token amount of XP. An example would be that the village asks you to defeat the orgre terrorizing them and you say "no thanks" and head on your merry way leaving them to deal with the problem themselves. You won't get XP for that. If you successfully convince another hero to go in your stead, maybe I'll throw 5% of the challenge your way. See table below:</p><p> </p><p>Alternative is...</p><p>XP%</p><p>Example</p><p></p><p>Very Easy</p><p>0-5%</p><p>You ignore the problem. Do nothing (5% if you arrange for someone else to take care if the issue) </p><p></p><p>Easy</p><p>25%</p><p>You sneak past, arrange a distraction </p><p></p><p>Medium</p><p>50%</p><p>Political or diplomatic solution. Bold intimidation pays off. </p><p></p><p>Hard</p><p>75%</p><p>Elaborate trap or distraction, dangerous and difficult stealth</p><p></p><p>Very Hard</p><p>100%</p><p>Exceptionally dangerous ruse. Trap that involves using a character as bait with a chance of great harm or death to that character</p><p></p><p>Nearly Impossible</p><p>150-200%</p><p>You convince the chromatic dragon to give its horde to charity and devote its life to protecting the weak. </p><p></p><p></p><p>For certain non-combat encounters like traps and mazes, a Challenge Rating is assigned and XP awarded based on DM's Guide parameters. </p><p> </p><p>General negotiations, investigatory and exploratory activities, however, are covered by milestone awards (see below). </p><p> </p><p><strong>2. Milestone Awards</strong></p><p> </p><p>Rather than come up with a challenge rating for every non-combat encounter, I set milestones. So, for example, rather than award any XP for your various farmstead investigations, after you "crack the case" and/or find a solution to the problem, you'll be awarded XP for successfully completing the mission... even if you had never engaged in any combat. </p><p> </p><p><strong>3. Story Awards</strong></p><p> </p><p>Because we meet infrequently, I may provide experience or level ups to advance the campaign. For example, I allowed some players to roll-up and begin with level 2 characters. If a player misses a couple sessions and rejoins later, I may work with that player on what their character was doing in the mean time and bring the character up to a level where the player can meaningfully participate in the game. </p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7134362, member: 6796661"] When I was setting up my current campaign a couple years ago I used the rules below. My game meets once per months for an eight-hour session. After the first session, however, I went to a pure milestone approach. Now we are at the point where every session we play at a different level. I try to write my adventures so that they can be completed in the session. If I were to go back to an XP-based approach, I would probably go back to something similar to the guidelines below, but I really detest XP book-keeping. [B]HOW EXPERIENCE IS REWARDED[/B] [B]1. Combat/Encounter Based. [/B] This is the XP values of the creatures defeated (not necessarily killed). If a particularly clever use of diplomacy, subterfuge, or other non-lethal method results in "defeating" or avoiding opponents in an encounter, I will award XP based upon the challenge involved. If, compared to a head-on fight, the non-violent or non-combat-victory solutions was very easy, you'll be awarded no, or only a token amount of XP. An example would be that the village asks you to defeat the orgre terrorizing them and you say "no thanks" and head on your merry way leaving them to deal with the problem themselves. You won't get XP for that. If you successfully convince another hero to go in your stead, maybe I'll throw 5% of the challenge your way. See table below: Alternative is... XP% Example Very Easy 0-5% You ignore the problem. Do nothing (5% if you arrange for someone else to take care if the issue) Easy 25% You sneak past, arrange a distraction Medium 50% Political or diplomatic solution. Bold intimidation pays off. Hard 75% Elaborate trap or distraction, dangerous and difficult stealth Very Hard 100% Exceptionally dangerous ruse. Trap that involves using a character as bait with a chance of great harm or death to that character Nearly Impossible 150-200% You convince the chromatic dragon to give its horde to charity and devote its life to protecting the weak. For certain non-combat encounters like traps and mazes, a Challenge Rating is assigned and XP awarded based on DM's Guide parameters. General negotiations, investigatory and exploratory activities, however, are covered by milestone awards (see below). [B]2. Milestone Awards[/B] Rather than come up with a challenge rating for every non-combat encounter, I set milestones. So, for example, rather than award any XP for your various farmstead investigations, after you "crack the case" and/or find a solution to the problem, you'll be awarded XP for successfully completing the mission... even if you had never engaged in any combat. [B]3. Story Awards[/B] Because we meet infrequently, I may provide experience or level ups to advance the campaign. For example, I allowed some players to roll-up and begin with level 2 characters. If a player misses a couple sessions and rejoins later, I may work with that player on what their character was doing in the mean time and bring the character up to a level where the player can meaningfully participate in the game. [/QUOTE]
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