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XP Tokens: An Alternate Leveling System
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<blockquote data-quote="5ekyu" data-source="post: 7797955" data-attributes="member: 6919838"><p>First</p><p></p><p>In my experience systems that put advancement or development and gimmick points (inspiration in 5e) as buys off the same currency tend to be ones that do not focus on advancement as much - no zero to hero course - and even then they do not work well. </p><p></p><p>In a 5e based game, this I would believe to be more problematic. But, everytime I have put "advancement as currency" that can be spent for other things as in various systems it has not done whatever it was I was going for. </p><p></p><p>Second, I would strongly recommend basing token per level cost on tiers or a multiple of tiers or tier squared, instead of level. It sets a series of common blocks of length instead of an ever escalating state with the play itself being "longer" to resolve as the levels progress through say the long tier 2. </p><p></p><p>In my own campaign, the advancement is tier x 3-4 sessions. I never find a need to pay my PCs with xp to go do stuff. That's what the players came to do. </p><p></p><p>As for docking dead PCs for getting raised, in my experience, it's a crap shoot as to whether that character died "by their player's hand" or died due to someone else in the party choices. So, that seems to be pretty punitive. It seems to definitely gonna nudge more towards rewarding "save myself" and "me first" over "teamwork."</p><p>Why not instead charge everyone an xp token if a teammate dies - raised or not - to promote more team saves team play? </p><p>Is "save me, let you die" kinda conflict the goal?</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7797955, member: 6919838"] First In my experience systems that put advancement or development and gimmick points (inspiration in 5e) as buys off the same currency tend to be ones that do not focus on advancement as much - no zero to hero course - and even then they do not work well. In a 5e based game, this I would believe to be more problematic. But, everytime I have put "advancement as currency" that can be spent for other things as in various systems it has not done whatever it was I was going for. Second, I would strongly recommend basing token per level cost on tiers or a multiple of tiers or tier squared, instead of level. It sets a series of common blocks of length instead of an ever escalating state with the play itself being "longer" to resolve as the levels progress through say the long tier 2. In my own campaign, the advancement is tier x 3-4 sessions. I never find a need to pay my PCs with xp to go do stuff. That's what the players came to do. As for docking dead PCs for getting raised, in my experience, it's a crap shoot as to whether that character died "by their player's hand" or died due to someone else in the party choices. So, that seems to be pretty punitive. It seems to definitely gonna nudge more towards rewarding "save myself" and "me first" over "teamwork." Why not instead charge everyone an xp token if a teammate dies - raised or not - to promote more team saves team play? Is "save me, let you die" kinda conflict the goal? [/QUOTE]
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