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Your favorite character advancement scheme
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<blockquote data-quote="EvilQAGuy" data-source="post: 5285264" data-attributes="member: 93520"><p>I run two games with very different advancement schemes. In my 4e campaign the players advance according to the story. In our last session they freed a bunch of priests of different religions from a prison. The passion of the prayers of thanks coming from all those priests caught the gods’ attention and that attention imbued them with just a bit more power. This has been pretty slow advancement, but so far the players are digging it. They even try to engage plot hooks that may lead to the right situation. You have to have agreeable characters, both for slow advancement and advancement according to story. Otherwise I set an XP amount for the 'mission' and let the characters accomplish it however they wish. In twenty years I've only had one D&D player be completely against the idea of tweaking the way experience points work. He also wanted to argue alignment with the other players. We, um ... 'corrected the glitch in the system' pretty quickly and everyone was much happier.</p><p></p><p>I also run a Cadillacs & Dinosaurs game that uses a character advancement scheme that deviates slightly from the core book. Players get points for encounters (combat or not), advancing the story and making the table laugh. Points can be spent on skills, but players must either have an instructor or a lot of time on their hands. Expense increases as skill level increases. Skills also have a practical upper bound of an associated attribute – it’s really expensive to advance them higher than the parent attribute. Finally, most points go into specific pools based on what the character was doing when it was awarded. On the negative side it’s a bit more complicated for the GM unless you build a good process or tracking tool to handle it.</p></blockquote><p></p>
[QUOTE="EvilQAGuy, post: 5285264, member: 93520"] I run two games with very different advancement schemes. In my 4e campaign the players advance according to the story. In our last session they freed a bunch of priests of different religions from a prison. The passion of the prayers of thanks coming from all those priests caught the gods’ attention and that attention imbued them with just a bit more power. This has been pretty slow advancement, but so far the players are digging it. They even try to engage plot hooks that may lead to the right situation. You have to have agreeable characters, both for slow advancement and advancement according to story. Otherwise I set an XP amount for the 'mission' and let the characters accomplish it however they wish. In twenty years I've only had one D&D player be completely against the idea of tweaking the way experience points work. He also wanted to argue alignment with the other players. We, um ... 'corrected the glitch in the system' pretty quickly and everyone was much happier. I also run a Cadillacs & Dinosaurs game that uses a character advancement scheme that deviates slightly from the core book. Players get points for encounters (combat or not), advancing the story and making the table laugh. Points can be spent on skills, but players must either have an instructor or a lot of time on their hands. Expense increases as skill level increases. Skills also have a practical upper bound of an associated attribute – it’s really expensive to advance them higher than the parent attribute. Finally, most points go into specific pools based on what the character was doing when it was awarded. On the negative side it’s a bit more complicated for the GM unless you build a good process or tracking tool to handle it. [/QUOTE]
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