Author Topic: Campaign progression - general Q  (Read 3256 times)

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Offline Dark Schneider

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Re: Campaign progression - general Q
« Reply #20 on: September 02, 2010, 05:16:48 AM »
We use the standard XP system with mods:

  • remove any bookeeping, like apply multipliers.
  • NOT substract XP from piece for criticals to that piece, I am not really sure if this rule exists, but if it exists bypass it.
  • Split piece XPs between all PCs doing their work to defeat the piece, if the lay healer heals the other characters, he is doing his work, so he earn his part of the piece XPs.
  • Automatically, all the PCs have an idea point if the player "plays" his character, this is very easy, and unless the player do nothing he has a part of the idea points XPs. Idea XPs are the half of the total ammount of the session.
  • The more complicated part is to assign other XPs, this is also known as goal XPs, and is your own experience what says you the correct quantity. But, unless the goal is very easy, use multiples of 1.000.

This system works good for us, see that as pieces XP are greater for lower level PCs, and the whole session XPs are greater with high level PCs, we have 2 points:
  • The level difference is compensated, more piece XPs for low lvl ones, and creatures that low lvl PCs usually can't afford alone.
  • High lvl PCs pull low lvl ones because the idea points, greater session total XPs to split, so a low lvl PC in company of high lvl PCs increase his lvl sooner.

With this system, we have a method not based only in GM assumptions, there are rules behind with numbers, and players only need to be worried about playing his character, because the XPs are distributed correctly.

Offline Witchking20k

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Re: Campaign progression - general Q
« Reply #21 on: September 15, 2010, 10:53:00 PM »
I like starting at level 1 & allowing the PCs to level up after the first adventure, then leveling from 2-3 takes 2 adventures, 3-4 takes 3 adventures etc...

Adventures don't have to be full story lines, just small accomplishments within a campaign.  So, you keep them advancing quickly & also adapting to the game tone.
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