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XP Chart and High-level NPCs
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<blockquote data-quote="Grainger" data-source="post: 6730225" data-attributes="member: 6779234"><p>I just give XP arbitrarily, rather than for kills. Partly because I don't like the "kill things for XP" mindset it encourages, but also because I can control the rate of progression much better. My preference is fairly slow progression (after the first couple of levels, which are "training levels" really in 5e), for the very reason that I don't like the idea of a world full of high-level NPCs. Sure, as noted in this thread, the PCs don't have to level at the same rate as NPCs (they are the heroes of the story after all), but too much disparity and it gets silly.</p><p></p><p>In my (relatively) realistic medieval campaign world, if it really was too easy to reach higher levels, half the knights in the kingdom would be off seeking their fortune, and the society would collapse. Hell, half the serfs would be trying their luck in the local caves, even though it's illegal for them to do so, as it would be a viable way to get out of their situation.</p><p></p><p>On the other hand, if the PCs somehow level up much faster than everyone else, then that raises other questions (in less you come up with some super-heroish "bit by a radioactive spider" reason for their fast levelling ability).</p><p></p><p>So instead, I dish out XP whenever I feel like it (I try to retain a sense of progress, so it doesn't stagnate). I should add that this wouldn't work for an experienced or power gamery group. My players have some experience at RPGs, but nothing recent prior to 5e, and they're not ones to pore over the books wishing they were at X level so they can get Spell of Ultimate Destruction. If my players expected frequent levelling up, I'd have to go with that, I suppose, even though it kinds of breaks a low-power world like mine.</p><p></p><p>There's also the issue of the level ceiling. 20 level just seems too low for me - I always thought BECMI's 36-level scope (combined with slow levelling) got it about right. It's better to have a bit of headroom, so that there's always more for the players to achieve, always heights for (very rare) legendary NPCs of the past to have reached (without the players having reached it). And of course, BECMI had "levels" of immortality above this, if you wanted to go there.</p><p></p><p>20 levels in a couple of years is insanely fast, not just from a power gaming perspective, but because it doesn't leave you anywhere to go. Who wants to be at 20th level with no prospect of advancement, in a game that has levelling at its core? Do you just retire the character and start again? And if so, where does that retired PC fit into the game world. They'd be a world-shaker for sure; it raises all sorts of issues, unless you parcel them off (immortality, like in the old BECMI rules?).</p></blockquote><p></p>
[QUOTE="Grainger, post: 6730225, member: 6779234"] I just give XP arbitrarily, rather than for kills. Partly because I don't like the "kill things for XP" mindset it encourages, but also because I can control the rate of progression much better. My preference is fairly slow progression (after the first couple of levels, which are "training levels" really in 5e), for the very reason that I don't like the idea of a world full of high-level NPCs. Sure, as noted in this thread, the PCs don't have to level at the same rate as NPCs (they are the heroes of the story after all), but too much disparity and it gets silly. In my (relatively) realistic medieval campaign world, if it really was too easy to reach higher levels, half the knights in the kingdom would be off seeking their fortune, and the society would collapse. Hell, half the serfs would be trying their luck in the local caves, even though it's illegal for them to do so, as it would be a viable way to get out of their situation. On the other hand, if the PCs somehow level up much faster than everyone else, then that raises other questions (in less you come up with some super-heroish "bit by a radioactive spider" reason for their fast levelling ability). So instead, I dish out XP whenever I feel like it (I try to retain a sense of progress, so it doesn't stagnate). I should add that this wouldn't work for an experienced or power gamery group. My players have some experience at RPGs, but nothing recent prior to 5e, and they're not ones to pore over the books wishing they were at X level so they can get Spell of Ultimate Destruction. If my players expected frequent levelling up, I'd have to go with that, I suppose, even though it kinds of breaks a low-power world like mine. There's also the issue of the level ceiling. 20 level just seems too low for me - I always thought BECMI's 36-level scope (combined with slow levelling) got it about right. It's better to have a bit of headroom, so that there's always more for the players to achieve, always heights for (very rare) legendary NPCs of the past to have reached (without the players having reached it). And of course, BECMI had "levels" of immortality above this, if you wanted to go there. 20 levels in a couple of years is insanely fast, not just from a power gaming perspective, but because it doesn't leave you anywhere to go. Who wants to be at 20th level with no prospect of advancement, in a game that has levelling at its core? Do you just retire the character and start again? And if so, where does that retired PC fit into the game world. They'd be a world-shaker for sure; it raises all sorts of issues, unless you parcel them off (immortality, like in the old BECMI rules?). [/QUOTE]
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