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XP Tokens: An Alternate Leveling System
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<blockquote data-quote="Blue" data-source="post: 7798188" data-attributes="member: 20564"><p>I don't see anything wrong with it, and would play with a DM running it. I likely wouldn't implement it myself but my goals are different (ad hoc milestone leveling focusing more on the arena of play - when the characters have done things to propel themselves to a larger stage, they level. (Even if that that was due to a failure - that has other consequences, and you can always learn a lot from failure.)</p><p></p><p>XP Tokens seem individualized per PC with the raise dead costs and new characters. Curious what the intention is if players miss a session due to real life in regards to that. As I've gotten older, I find that missing getting to see people and enjoy your hobby is already a big penalty, and assessing an in-game disincentive, while "realistic", does not add to player fun which is the ultimate goal.</p><p></p><p>Is there ever a reason NOT to spend XP Tokens as soon as you have enough for level?</p><p></p><p>I would lend my voice to what [USER=6919838]@5ekyu[/USER] said - PC death is often a failure of the group, or at the very least not limited to that player. When you combine that some characters intentionally put themselves into a more dangerous positions for the good of the group (picture a front-line Fighter vs. an archer Fighter) and this penalty seems to be targeted poorly.</p><p></p><p>To add for myself, I've played with risk adverse groups, and anything that makes them more risk adverse - such as losing effectively two sessions of XP (one for the current session, plus retroactively losing a previous session to pay for it) - is contrary to the style of play I want to engender. I would urge reconsideration of the death penalty.</p><p></p><p>EDIT: Heck, I might even give a bunch of tokens or other atta-boys to someone who was willing to martyr their character to save the rest from a TPK.</p></blockquote><p></p>
[QUOTE="Blue, post: 7798188, member: 20564"] I don't see anything wrong with it, and would play with a DM running it. I likely wouldn't implement it myself but my goals are different (ad hoc milestone leveling focusing more on the arena of play - when the characters have done things to propel themselves to a larger stage, they level. (Even if that that was due to a failure - that has other consequences, and you can always learn a lot from failure.) XP Tokens seem individualized per PC with the raise dead costs and new characters. Curious what the intention is if players miss a session due to real life in regards to that. As I've gotten older, I find that missing getting to see people and enjoy your hobby is already a big penalty, and assessing an in-game disincentive, while "realistic", does not add to player fun which is the ultimate goal. Is there ever a reason NOT to spend XP Tokens as soon as you have enough for level? I would lend my voice to what [USER=6919838]@5ekyu[/USER] said - PC death is often a failure of the group, or at the very least not limited to that player. When you combine that some characters intentionally put themselves into a more dangerous positions for the good of the group (picture a front-line Fighter vs. an archer Fighter) and this penalty seems to be targeted poorly. To add for myself, I've played with risk adverse groups, and anything that makes them more risk adverse - such as losing effectively two sessions of XP (one for the current session, plus retroactively losing a previous session to pay for it) - is contrary to the style of play I want to engender. I would urge reconsideration of the death penalty. EDIT: Heck, I might even give a bunch of tokens or other atta-boys to someone who was willing to martyr their character to save the rest from a TPK. [/QUOTE]
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