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Author Topic: XP
Coriantis
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posted May 08, 2003 11:26 AM      Profile for Coriantis      Edit/Delete Post
I heard WoT has a different way to award XP. How does it work exactly?
From: EU | Registered: Jan 2002  |  IP: Logged
Fyatuk
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posted May 08, 2003 11:48 AM      Profile for Fyatuk      Edit/Delete Post
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.

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Fyatuk Loth
Tai'Shin
Weaver of Dreams

From: San Antonio Texas | Registered: Mar 2003  |  IP: Logged
Eagle Prince
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posted May 08, 2003 12:25 PM      Profile for Eagle Prince   Email Eagle Prince    Edit/Delete Post
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.

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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
Sharn_Penndroen
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posted May 08, 2003 12:40 PM      Profile for Sharn_Penndroen   Email Sharn_Penndroen    Edit/Delete Post
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.

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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
Coriantis
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posted May 09, 2003 02:27 AM      Profile for Coriantis      Edit/Delete Post
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
Sharn_Penndroen
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posted May 09, 2003 05:17 AM      Profile for Sharn_Penndroen   Email Sharn_Penndroen    Edit/Delete Post
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.

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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
Coriantis
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posted May 09, 2003 08:28 AM      Profile for Coriantis      Edit/Delete Post
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
Sharn_Penndroen
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posted May 09, 2003 11:03 AM      Profile for Sharn_Penndroen   Email Sharn_Penndroen    Edit/Delete Post
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.

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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
TheFlatline
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posted May 09, 2003 12:58 PM      Profile for TheFlatline      Edit/Delete Post
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: Logged
The Great Gray Skwid
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posted May 09, 2003 01:46 PM      Profile for The Great Gray Skwid   Email The Great Gray Skwid    Edit/Delete Post
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.

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Evan "Skwid" Langlinais
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http://www.thehumblest.net/
Ask me for information about the Texas Darkfriends!

From: The Big D | Registered: Jul 2001  |  IP: Logged
Sophiathegreen
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posted May 09, 2003 05:37 PM      Profile for Sophiathegreen   Email Sophiathegreen    Edit/Delete Post
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
Coriantis
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Member # 55882



posted May 10, 2003 03:52 AM      Profile for Coriantis      Edit/Delete Post
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
Fisher-King
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posted May 11, 2003 07:43 PM      Profile for Fisher-King      Edit/Delete Post
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.

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"You ain't gettin' me on your goal row!"

From: Slidell, LA | Registered: May 2003  |  IP: Logged
Sophiathegreen
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posted May 16, 2003 02:43 AM      Profile for Sophiathegreen   Email Sophiathegreen    Edit/Delete Post
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: Logged


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