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You know what? I think I'm done with XP
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<blockquote data-quote="Luddite" data-source="post: 376775" data-attributes="member: 4099"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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."</p><p></p><p>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. </p><p></p><p>-The Luddite</p></blockquote><p></p>
[QUOTE="Luddite, post: 376775, member: 4099"] 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 [/QUOTE]
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You know what? I think I'm done with XP
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