Ahnehnois
First Post
True, I think. My players kind of like when I tell them they can level, but they are often not that eager to change their characters' stats, especially with casters. The game is often more fun at low levels (hence E6). High levels don't really register as a reward, especially not if they're easily reached. So yes, I think my group has really gotten away from the notion that leveling their character is a major goal for the player.Reward cycles in games are powerful things and I don't think you can have a satisfying experience without them. This makes me think that traditional XP (for GP or HD/CR) doesn't work as a reward cycle for those who drop XP - the ways that a character changes from XP isn't of much importance. Gaining a level doesn't speak to why you're playing the game as much as it does for a guy like me.
And, interestingly enough, I tend to level quite fast; once every two or three sessions. The reason I do that is that I want to feel like I'm running a campaign with a broad scope, but I don't have years of time to work with. I don't need the XP system to tell me that.
I never used any kind of CR system, becaus it was obvious to everyone that challenge ratings had very little correlation with the actual challenge, and that most XP should be earned from doing things other than combat. I just assigned ad hoc XP. But when I did so on an individual basis, it often just seemed like I was punishing people who got less XP than others, for no good reason. And when I did it on a group basis, it just seemed like an arbitrary clock that paced the game, not a reflection of characters learning and growing. When I ditched it, all I got was a player nicely asking on occasion when the next level would come. No complaining, and less work for me.
So that's how we look at it.
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