You know what? I think I'm done with XP

I just figure out how many sessions I want the players to take to level up, and give out a little more than they'll need. Say, 300xp per level for once every four sessions. That way there's some slack for people who die, or do item creation.
 

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When I first start with 3rd Ed, I was using the suggested XP for encouters. Though when I would design an Episode, I would start out with, "The players should get N xp at the end." Then I would make sure the Encounter CRs would roughly match.

Now I skip the second part and just list a number of "objectives" and grant XP on what objectives the party accomplished and how well. Though I still use the CR and "13 1/3 encounter" guidelines as a base point.

Also, I now don't award any individual XP. I was tiered staggering characters at different level up points. Now, I control when they level and can plan for some time to pass. Doing this also means that the characters won't shoot up to level 20 in one game year.

I do however have a "Bonus Award" system. Since a Character will get XP even if they don't show up to a Session, I give out non-XP awards to those that are able to make all sessions of a particular Episode. (A perfect attendence award every 3 to 5 sessions). Awards range from Bonus XP to use for crafting items (and other things that cost XP), to personalized unique magic items.

However, I noticed one problem with this method. What to do when a character looses a level (either though level drain or resurection.) There should still be some penality. And I can't assume that the chracter will have banked any "Bonus award."

So far, I have come up with "doc the whole party." Which for my players may work. The are work well as a team and would accept that when a character dies, everyone failed (either though luck or incorrect action). However, since my XP awards are arbitrary to begin with, how would they notice.

-The Luddite
 

There is a problem with what you are proposing... Item Creation Feats, Permanant Spells, spells with an XP cost. All of these will be effected by your change to a NoXp system.

How are you going to limit this? Are you just going to do it arbitrarily?

Let us know how you handle it and good luck.
 

I have been leveling without xp since before 3E came out. The pcs just level every two to three month. Since every PC is the same level no matter attendance or roleplaying skills I don't have to deal with lower level PCs rising faster to catch up.
 

General Awards (per session):
Show Up: 100 xp per level
Write a Journal of the Session: 100 xp per level
Any Combat that Session: 100 xp per level

Individual Awards (per instance):
Make Everybody Laugh: 100 xp
Voice a Good Idea: 100 xp
Do Something Remarkably in Character: 100 xp

Bonus:
Bring Snacks: 100 xp
Bring Extra Tasty Snacks: another 100 xp
 
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Force User:

That's EXACTLY how I do it. I'm just a little more covert about it. I pretend to calculate experience every third or fourth game session, and hand out what I want to hand out.
 

Fenes 2 said:
I have been leveling without xp since before 3E came out. The pcs just level every two to three month. Since every PC is the same level no matter attendance or roleplaying skills I don't have to deal with lower level PCs rising faster to catch up.
I assume then, that should a PC die, the player creates a new character at the same level as the existing ones?

I tend to bring in new PCs a couple of levels below the highest in the party -- so they can be "shown the ropes," as it were.

Not sure that I'm right to do so...
 

Wulf Ratbane said:
General Awards (per session):
Show Up: 100 xp per level
Write a Journal of the Session: 100 xp per level
Any Combat that Session: 100 xp per level

Individual Awards (per instance):
Make Everybody Laugh: 100 xp
Voice a Good Idea: 100 xp
Do Something Remarkably in Character: 100 xp

Bonus:
Bring Snacks: 100 xp
Bring Extra Tasty Snacks: another 100 xp

Good bonus ideas MINE NOW ;)
 

*shrug*. To each their own. The folks I play with prefer XP, simply because it gives them the feeling that what they do actually matters. If I were to start giving awards so that they level up once every arbitrary time period, with little concern for what happened in the sessions, they'd catch on pretty quick, and feel.. well, as if I didn't care if they actually did anything.

XP are, among other things, the DM's way of acknowledging a job well done. You don't necessarily have to use the tables, but at least make awards and levelling up a function of what they do, not simply of time passing.
 

Umbran said:
You don't necessarily have to use the tables, but at least make awards and levelling up a function of what they do, not simply of time passing.
I kind of agree with you, Umbran, but I can imagine a game where it's such a storytelling thing, as opposed to a "game" thing, where time passing would be equivalent to doing things. There's a argument to be made there, but I'm not the one to make it.
 

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