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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5635575" data-attributes="member: 4892"><p>I no longer penalize characters for player actions. So every character in the group has the same XP no matter if the player is there or not, though I push for the character to be available so someone else can play the character for the missed session. If a player begins missing games somewhat regularly (~50%) without good reason I would probably seek replacement player(s). And if it becomes frequent (>75%) for any reason, I definitely look for a new player. [cheap plug]Which we are looking for right now![/cheap plug]</p><p></p><p>Death works out the same. Any new character coming in starts at the same XP as everyone else.</p><p></p><p>I've proposed a new way to handle treasure and gear to my players. All treasure would go into a "group trove." Characters can borrow items from the trove and as a party they can spend the money in the trove to buy items, rituals, expendables, etc. A player wouldn't really borrow money from the trove, the group would buy an item first and once the item is part of the central trove a character can borrow it. We're playing 4E, but I've upped the sale value of items to 50% and allowed purchase of any item, not just common, to make up for gear mismatches if they occur. I've completely thrown out Wish Lists and instead pick a few options I wish to hand out that should cover the bases of usefullness for someone in the party.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5635575, member: 4892"] I no longer penalize characters for player actions. So every character in the group has the same XP no matter if the player is there or not, though I push for the character to be available so someone else can play the character for the missed session. If a player begins missing games somewhat regularly (~50%) without good reason I would probably seek replacement player(s). And if it becomes frequent (>75%) for any reason, I definitely look for a new player. [cheap plug]Which we are looking for right now![/cheap plug] Death works out the same. Any new character coming in starts at the same XP as everyone else. I've proposed a new way to handle treasure and gear to my players. All treasure would go into a "group trove." Characters can borrow items from the trove and as a party they can spend the money in the trove to buy items, rituals, expendables, etc. A player wouldn't really borrow money from the trove, the group would buy an item first and once the item is part of the central trove a character can borrow it. We're playing 4E, but I've upped the sale value of items to 50% and allowed purchase of any item, not just common, to make up for gear mismatches if they occur. I've completely thrown out Wish Lists and instead pick a few options I wish to hand out that should cover the bases of usefullness for someone in the party. [/QUOTE]
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