Author
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Topic: XP
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Coriantis
Member Member # 55882
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posted May 08, 2003 11:26 AM
I heard WoT
has a different way to award XP. How does it work exactly?
From:
EU | Registered: Jan 2002 | IP: Logged
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Fyatuk
Member Member # 133738
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posted May 08, 2003 11:48 AM
WoT awards
XP per adventure, not encounter. The book defines 3 lengths of
adventures (short, medium, and long basically) with xp awards
for them. I personally have a few issues with that style of
awards, but it is fine with most people I've talked too. Don't
remember the actual numbers or the defined lengths off the top
of my head though.
-------------------- Fyatuk
Loth Tai'Shin Weaver of Dreams
From:
San Antonio Texas | Registered: Mar 2003
| IP: Logged
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Eagle Prince
Member Member # 67693
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posted May 08, 2003 12:25 PM
Well it
also uses Challenge Codes (like Star Wars) instead of
challenge ratings, and challenge codes cover a lot bigger
range than CR, which actually makes it a bit more
difficult.
-------------------- I am the Immortal
One hidden from the dawn, I am the Emperor-King after day has
gone.
From:
Utah | Registered: Feb 2002 | IP: Logged
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Sharn_Penndroen Member Member
# 82230
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posted May 08, 2003 12:40 PM
Short
Adventure = 1000xp X average character level of adventurers /
Number of adventurers.
Medium Adventure = 2000xp X
average character level of adventurers / Number of
adventurers.
Long Adventure = 4000xp X average
character level of adventurers / Number of
adventurers.
The difficulty then comes in defining what
is a short, medium, and long. The book gives some rough guide
lines on how to do this by figuring how many encounters and
the difficulty of the encounters, based on the Challenge Code
as Eagle Prince mentioned. When it comes down to I usually
have a pretty good feel for how hard and a mission was to
accomplish and that is usually what I, personally, base my
decision on what mission lenght to go by. Opinions vary
greatly.
-------------------- A man who will not die
to save a woman is no man. - Shienaran Saying
The Light
shine on you, and the Creator shelter you. The last embrace of
the mother welcome you home. - Shienaran Funeral
Ceremony
From:
Brookhaven, MS | Registered: May 2002
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Coriantis
Member Member # 55882
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posted May 09, 2003 02:27 AM
That's a
pretty fine & easy way, it rewards real roleplaying &
story instead of combat. Here's my way:
Per sessions
PCs get 1000 XP / level, divided between the players. If they
achieved something big, they get double that, if they did
little, they get half. Then I could add some RP-bonus for good
& clever play, like 0-100 XP / level. Problem with this
is that it always takes around 4 sessions before levelling, no
matter what level.
I'd like to speed up low levels and
slow down higher levels. Thus, every player would get the
same XP but not multiplied by level nor divided by # players
(500-2000XP/session). I'd add a bonus for each player, ranging
from 0-300 XP, again, not multiplied or divided by
anything. This will allow reaching 2nd level after one
session, but rising from L10 to 11 would take 8 session.
What'd ya think?
From:
EU | Registered: Jan 2002 | IP: Logged
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Sharn_Penndroen Member Member
# 82230
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posted May 09, 2003 05:17 AM
That sounds
pretty good. It is pretty similar to the way that I handle it.
I like to award experience for good roleplaying especially
when it is at the cost of something in the game. I think that
you would do fine with the method that you laid
out.
-------------------- A man who will not die to
save a woman is no man. - Shienaran Saying
The Light
shine on you, and the Creator shelter you. The last embrace of
the mother welcome you home. - Shienaran Funeral
Ceremony
From:
Brookhaven, MS | Registered: May 2002
| IP: Logged
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Coriantis
Member Member # 55882
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posted May 09, 2003 08:28 AM
quote:
Originally posted by Sharn_Penndroen: That
sounds pretty good. It is pretty similar to the way that I
handle it. I like to award experience for good roleplaying
especially when it is at the cost of something in the game.
I think that you would do fine with the method that you laid
out.
Thanks, but I presented two methods. Which one do you
speak of?
From:
EU | Registered: Jan 2002 | IP: Logged
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Sharn_Penndroen Member Member
# 82230
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posted May 09, 2003 11:03 AM
I think
that you would do fine with either method. The method that I
use is more similar to the first. I award a MVP bonus for the
character I believe made the biggest impact. I also award a
Role-playing bonus for the player that roleplayed his
character the best.
The good thing about the second
method that you mentioned is that it allows characters to
advance quickly at first to get them out of the low level
slump, but keeps the mid-level longer so they don't get
overpowered to quickly. To be honest I am a lot more liberal
giving out XP at low levels than at high, so I guess that what
I do is a little bit of both.
I honestly think, judging
from your comments, that you would be pleased with either
system. I lean a little more to the first one, but keep the
bonus XP the same regardless of levels. You can even award
bonus XP to the entire party if you feel they all did an
exeption job with the mission. Anyway, if you don't adjust the
bonus XP by level then you would get the same affect as the
second system. At low levels the bonus XP would help rocket
the players up, but at high levels it really doesn't effect
things that much.
That's roughly the way I do, but I
don't set anything in stone.
-------------------- A
man who will not die to save a woman is no man. - Shienaran
Saying
The Light shine on you, and the Creator shelter
you. The last embrace of the mother welcome you home. -
Shienaran Funeral Ceremony
From:
Brookhaven, MS | Registered: May 2002
| IP: Logged
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TheFlatline
Member Member # 86236
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posted May 09, 2003 12:58 PM
If you
truly want to slow things down, award XP based on sessions
(short, about 2 hours, medium, about 4, long, anything over 6)
and *don't* multiply the base XP by level. This encourages
lower level playing massivly. It would take 10 short sessions
to go from level 10 to level 11 that way. Your players may not
like that, but at least they'll get a helluva lot more playing
time before they're retired.
The main problem with that
is that players can get bored with their characters without
getting periodic kewl new powerz.
From:
Earth | Registered: May 2002 | IP:
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The Great Gray
Skwid Member Member
# 34606
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posted May 09, 2003 01:46 PM
quote:
Originally posted by TheFlatline: The main
problem with that is that players can get bored with their
characters without getting periodic kewl new
powerz.
This can *definitely* be a problem, but gets to be less
of one as characters get more advanced in level, IME. Once you
start getting some of the really, really cool shiznit; you
*want* to play with it for a little while before you retire
it.
As to basing it on playing time...my group tends to
run for 8 to 10 hours on a typical night. We have run
for 12 hours before. As a consequence...we wind up levelling
every 3 sessions or so, just because we run for so
long.
-------------------- Evan "Skwid"
Langlinais The Humblest Mollusk on the Net http://www.thehumblest.net/ Ask me for
information about the Texas Darkfriends!
From:
The Big D | Registered: Jul 2001 |
IP: Logged
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Sophiathegreen
Member Member # 136464
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posted May 09, 2003 05:37 PM
This is the
same way they did it in WoC StarWar before they revision it.
This methord can be use in D&D to. I go by how hard the
adventure is to figure out what EP level to use. I also donot
dicide by no of player.
From: El
Pase Texas | Registered: Apr 2003 | IP:
Logged
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Coriantis
Member Member # 55882
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posted May 10, 2003 03:52 AM
quote:
Originally posted by TheFlatline: The main
problem with that is that players can get bored with their
characters without getting periodic kewl new
powerz.
Uhm, what's the problem? People played like this for 20
years in previous editions.
I -and many others- feel
that the effort WotC did in establishing CRs doesn't really
improve the game. Worse, it can restrcit it!
From:
EU | Registered: Jan 2002 | IP: Logged
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Fisher-King
Member Member # 140220
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posted May 11, 2003 07:43 PM
Wow, I feel
like I'm not doing my job now...
I honestly don't have
the patience to play with experience points. I just say,
"level up" when I think they've accomplished enough to earn a
level. My players have gained two levels in a single sitting,
or they've gained nothing for six months, based how much they
accomplish.
-------------------- "You ain't gettin'
me on your goal row!"
From:
Slidell, LA | Registered: May 2003 |
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Sophiathegreen
Member Member # 136464
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posted May 16, 2003 02:43 AM
quote:
Originally posted by Fisher-King: Wow, I
feel like I'm not doing my job now...
I honestly
don't have the patience to play with experience points. I
just say, "level up" when I think they've accomplished
enough to earn a level. My players have gained two levels in
a single sitting, or they've gained nothing for six months,
based how much they accomplish.
It you and your player are happy doing it this way then
there is nothing wrong with it. Not very GM and player will be
able to it the way you do it.
From: El
Pase Texas | Registered: Apr 2003 | IP:
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