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XP progression: too fast, too slow, or just right?
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<blockquote data-quote="Agent Oracle" data-source="post: 3147260" data-attributes="member: 40076"><p>I had one DM who gave out 1/10th standard Experience.</p><p></p><p>I wouldn't have minded as much, but he started us at 10th level, and at the rate of EXP we were earning, it would take us a year to make 11th. complicating matters, he also gave out "extra" exp in amounts greater than the amount he gave for in game activity. So Googling myself a character picture earned me more exp than i would have made slaying a dozen dragons.</p><p></p><p>On the other hand, i had another DM who gave out whole LEVELS whenever he felt like. We wound up fifteenth or sixteenth level, in one case we leveled up twice in one session. As a spellcaster, i never actually learned what my character could really do, because by the time i had a grasp on one or two of my new spells, it was leveling time again.</p><p></p><p>Myself? i believe in excruciatingly exact detail in exactly how much EXP should be given out (i once considered giving out the decimal amount recommended by a calculator, in the end, i rounded up). Even when not playing D&D, i study whatever mechanics are necessary for EXP distribution, and take them to heart. The game designers know better than I do.</p><p></p><p>For example: Godlike gives 1 exp if you show up on time, 1 exp for staying in character and having fun, and one "MVP" exp which the entire group votes on at the end of the night. Though, considering those 3 EXP are enough to considerably improve or add a whole new superpower to your character, it balances.</p><p></p><p>Conversely, Feng Shui recommends 1-4 EXP from the DM at the end of then night, with a bonus of 3 extra exp for each feng shui site controlled. Since it becomes harder to level up as the game progresses, it is understandable that the experience rewards system would increase, in number as your level increases.</p></blockquote><p></p>
[QUOTE="Agent Oracle, post: 3147260, member: 40076"] I had one DM who gave out 1/10th standard Experience. I wouldn't have minded as much, but he started us at 10th level, and at the rate of EXP we were earning, it would take us a year to make 11th. complicating matters, he also gave out "extra" exp in amounts greater than the amount he gave for in game activity. So Googling myself a character picture earned me more exp than i would have made slaying a dozen dragons. On the other hand, i had another DM who gave out whole LEVELS whenever he felt like. We wound up fifteenth or sixteenth level, in one case we leveled up twice in one session. As a spellcaster, i never actually learned what my character could really do, because by the time i had a grasp on one or two of my new spells, it was leveling time again. Myself? i believe in excruciatingly exact detail in exactly how much EXP should be given out (i once considered giving out the decimal amount recommended by a calculator, in the end, i rounded up). Even when not playing D&D, i study whatever mechanics are necessary for EXP distribution, and take them to heart. The game designers know better than I do. For example: Godlike gives 1 exp if you show up on time, 1 exp for staying in character and having fun, and one "MVP" exp which the entire group votes on at the end of the night. Though, considering those 3 EXP are enough to considerably improve or add a whole new superpower to your character, it balances. Conversely, Feng Shui recommends 1-4 EXP from the DM at the end of then night, with a bonus of 3 extra exp for each feng shui site controlled. Since it becomes harder to level up as the game progresses, it is understandable that the experience rewards system would increase, in number as your level increases. [/QUOTE]
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