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<blockquote data-quote="Lanefan" data-source="post: 5464268" data-attributes="member: 29398"><p>I've run a few 4e adventures (but not using 4e rules) and got the feeling from reading them that the writers - or the system - seem to want to micromanage both treasure and ExP to a much greater extent than any previous edition. I also can't say what effect if any this might have on long-term play.</p><p></p><p>One big difference between editions is that 1e (and 2e?) rules gave out ExP to those who actually participated in earning them, while 3e and 4e give 'em out to the whole party regardless who did what.</p><p>Players, or characters?</p><p></p><p>So you know where I'm coming from, I'm almost completely opposite from you in how I do ExP. Here, during the adventure it's almost all from combat, and only those characters who actually participate get ExP for a given battle. At the end of each adventure or completion of each mission, I'll give out what we call "dungeon bonus"; this is in part to make up a bit for not giving ExP for treasure (we ditched this about 30 years ago) and also to cover off in a blanket way all the picky-picky little things each character would do during the day that might earn ExP but I'm too lazy/busy to record. The dungeon bonus is usually broken down by time - if it's a 10-day adventure and I've decided the bonus is 75 ExP per day, then anyone who was in for all 10 days gets 750.</p><p>A player dies or a character dies? (can you tell this is one of my pet peeves?) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I make 'em start half a level to a level below the party average and never higher than an existing party member if possible - though exceptions happen.</p><p></p><p>Lan-"are you experienced?"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5464268, member: 29398"] I've run a few 4e adventures (but not using 4e rules) and got the feeling from reading them that the writers - or the system - seem to want to micromanage both treasure and ExP to a much greater extent than any previous edition. I also can't say what effect if any this might have on long-term play. One big difference between editions is that 1e (and 2e?) rules gave out ExP to those who actually participated in earning them, while 3e and 4e give 'em out to the whole party regardless who did what. Players, or characters? So you know where I'm coming from, I'm almost completely opposite from you in how I do ExP. Here, during the adventure it's almost all from combat, and only those characters who actually participate get ExP for a given battle. At the end of each adventure or completion of each mission, I'll give out what we call "dungeon bonus"; this is in part to make up a bit for not giving ExP for treasure (we ditched this about 30 years ago) and also to cover off in a blanket way all the picky-picky little things each character would do during the day that might earn ExP but I'm too lazy/busy to record. The dungeon bonus is usually broken down by time - if it's a 10-day adventure and I've decided the bonus is 75 ExP per day, then anyone who was in for all 10 days gets 750. A player dies or a character dies? (can you tell this is one of my pet peeves?) :) I make 'em start half a level to a level below the party average and never higher than an existing party member if possible - though exceptions happen. Lan-"are you experienced?"-efan [/QUOTE]
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