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Gaining Levels Ideas on modifying xp

#1 User is offline   dragonhand777 

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Post icon  Posted 21 May 2004 - 04:14 AM

I would like to slow the process of the pcs leveling. Not drasticaly, and I'll most likely go over it with them first. Actually I've already mentioned it, so they already have an idea that will happen, just not how.

The XP system is based on an average 13 encounters per level. Of course, much of that depends on the CRs they come across and inevitably, the XP they get for the encounters. I've thought of subtracting a percentage of xp from combat encounters and maybe adding some of it to role-play. So in a way it would kinda balance out.

However, I'm open to ideas. Got any?
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#2 User is offline   The_Bard 

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Posted 21 May 2004 - 04:39 AM

what our group started to do to encourage problem solving was for every encounter avoided you get experience as if you had killed them. Normally we don't stick too close to the XP and kind of level up as a group at appropriate times. I know there are flaws in this but it kind of simplifies the numbers. so i don't have much input regarding leveling up too fast, but maybe if you want to encourage role playing put a restriction on experience gained from actual combat and give full experience for avoiding the encounter. which in some ways make sense on how you look at it. It seems to me that you learn more from someone by working around them or using their weaknesses to give yourself an advantage then stabbing them a bunch.
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#3 User is offline   blacxthornE 

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Posted 21 May 2004 - 05:21 AM

Well, leveling up is slow enough for me, but then I'm not a very experienced player or DM.

You can subtract a considerable percentage, but I thought role-play already gives you experience, in my games it does. You make a clever remark, or persuade an enemy to avoid fight and save time, etc. You get extra XP.

Maybe I misunderstood your question. If that's not it, just explain it (I'm kinda dumb) and I'll be happy to give more empty ideas.
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#4 User is offline   dragonhand777 

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Posted 21 May 2004 - 06:55 AM

Quote

Maybe I misunderstood your question.
Nah, I think you got the idea.

If I'm giving xp for both combat and problem solving and other noncombat encounters they'll level up quickly. I think.

I would just like to drag things out a bit. Not so that the story suffers, or the players loose interest.

With the story line and adventures I have planned out, the players should keep interested. I know them well enough as both players, and freinds and that makes it some what easier.

I'm sure alot of will depend on the pace of the game. From experiance and comments I've heard DMs make, the pace isn't easy to predict.
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#5 User is offline   blacxthornE 

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Posted 21 May 2004 - 07:06 AM

dragonhand777, on May 21 2004, 09:55 AM, said:

With the story line and adventures I have planned out, the players should keep interested.

I know it was on another post, but this was why I said "no module". You can always alter your own story as you like, to keep players interested.
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#6 User is offline   Darius 

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Posted 21 May 2004 - 07:10 AM

Adjust the XP by +/- XX% for the encounter.If its harder to talk their way out of an encounter then boost the XP by a few % but if they just kill the badguys and its easy then doc them a few % XP .Usually its more difficult to talk your way out of trouble - Flattering a Dragon so it doesnt toast you :D so that deserves more XP.

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#7 User is offline   ladyofdragons 

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Posted 21 May 2004 - 06:31 PM

My husband is notorious for being stingy with XP. Let's put it this way: 6+ years in our current campaign, and my character (as the only party member here since game 1) just made 12th level. He's eased up a bit over the years, but current XP per session can be anything from 100XP to 5000XP, depending on what happened. I remember the first session, I got 12XP. I was floored, it was a very different style of experience than I was used to. It took me a long time to realise the upside of slow advancement is there's lots more room for roleplaying before you become mega-powerful.

For 3E he only gives a % of what each combat encounter is worth, and gives small XP bonuses for roleplaying and good ideas, as well as a bonus for completing an adventure, should that happen. Works out pretty well, I think.
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#8 User is offline   dragonhand777 

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Posted 21 May 2004 - 06:42 PM

Quote

It took me a long time to realise the upside of slow advancement is there's lots more room for roleplaying before you become mega-powerful.
Exactly! The old group I used to play with had a very similar DM. Very stingy with the XP. It took us for ever to level up. Honestly, at the time I hated it. But compared to how things have been the last few years...I kinda miss it.
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#9 User is offline   Rintaran 

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Posted 21 May 2004 - 09:14 PM

When I DM, I give almost no XP for the slaying of creatures. Unless the monster is a major obstacle, they won't get too much from it. We base most of our XP from Role-playing, which works out well enough. Generally they'll get a level every 6-8 sessions (each session usually runs 6-9 hours). At only one session a week, it's sufficiently fast enough to keep the players interested and slow enough to give me plenty of time to think ahead for what challenges they may experience in the future.

For any combat encounter, I give anywhere from 5 - 8 % of the recommend XP. Bonuses come from unique and plausable tactics, which could bring it up as high as 10% of the recommended XP (but that becomes difficult after a while).

All other XP is given for roleplay. I determine a number earned based on my opinions of their actions, speech, etc. Then, at the end of the gaming session I have everyone rank each other on scrap paper on what they thought of the other player's abilities. The one voted the highest gets a 5% bonus to XP for the session.
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#10 User is offline   Ssri-Tel-Quessir Hitokiri 

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Posted 21 May 2004 - 10:05 PM

As DM, I don't really worry too much about XP early on in levels. For the first few levels, I'll just say when they are able to level up because most things that deal with using XP come much later on. When my characters get to maybe 5th or so level then I start making looks at the books for XP costs and such. One thing I usually forget to do is tell people how much XP they get. I just like telling them when I believe they have leveled up because it usually takes longer than using XP.

Also, to add in the XP costs of making items and casting certain spells, I like to use something I believe we called 'cheese points'. Anytime you need extra XP to do something, you use cheese points.
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#11 User is offline   blacxthornE 

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Posted 22 May 2004 - 09:31 AM

Rintaran, on May 22 2004, 12:14 AM, said:

For any combat encounter, I give anywhere from 5 - 8 % of the recommend XP.  Bonuses come from unique and plausable tactics, which could bring it up as high as 10% of the recommended XP (but that becomes difficult after a while).

All other XP is given for roleplay.  I determine a number earned based on my opinions of their actions, speech, etc.  Then, at the end of the gaming session I have everyone rank each other on scrap paper on what they thought of the other player's abilities.  The one voted the highest gets a 5% bonus to XP for the session.

Can you give me examples? My players are newbies, I can't explain them the actual role-playing. You are an experienced DM, Rintaran the Webbed Mind, help me please.

I accept help from any other DMs (new or experienced) of course.

But especially Rintaran.
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#12 User is offline   BrotherMouran 

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Posted 22 May 2004 - 03:13 PM

The best analogy I've come up with for roleplaying is to think of the game as an improvised play or movie. Your players are the actors who are the main characters. You, as the DM are the producer... you provide the stage and supply all the extras for them to interact with. You all share the writing duties, though... you come up with the basic plot but your players get to write their own lines and get to decide how the plot unfolds.

The acting analogy also gets the point across that it's perfectly acceptable to behave in a manner that is different from what player is like. Do they think that Elijah Wood makes a habit of wearing his hair in curls and wearing Hobbit/Amish style clothes and bare feet? Of course not! An actor portrays the role he's been given... just as your players do.
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#13 User is offline   Rintaran 

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Posted 22 May 2004 - 09:19 PM

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Can you give me examples? My players are newbies, I can't explain them the actual role-playing.


Examples of role-playing or of how I assign XP for it?

I believe BrotherMouran did a pretty decent job of explaining role-playing. One thing I would recommend is bringing up "Whose Line is it Anyways?" In case you haven't heard of it (in either incarnation), it's a 'game showesque' TV series where everything's made up and the points don't matter. The show has a host (very much like a GM), and four actors (or players). Throughout the show, the host provides the players with a number of varied situations and the actors have to act them out. An example of a situation might be Olympic Games, and the actors will come up with something off the top of their heads, act it out, chat it up, or whatever. Another game they have is Party Quirks, where one actor is the host of a party and the other three have to act following a specific quirk they were given. How they accomplish this is up to them. Another RP example from the show would be the news-anchor game, where two actors pretend to be news anchors, one is a weatherman, and the other covers sports. Being a comedy, they all have their quircks, but you get the picture. The show is situational comedy, but there is a great deal of role-playing involved... LARPing (Live Action Role Playing) even! If you've never seen or heard of this show, I highly recommend obtaining a viewing for a good bit of fun, and possibly some learning experience.

Now, your RP will likely be much more serious than the events on "Whose Line is it Anyways?" but the elements are essentially the same (except you may choose not to LARP). And instead of being different characters every few minutes, your players will have to run one for an extended period of time in a setting of your choosing.

Now, I can provide you with a sample transcript of a campaign that I'm actually a player in for a full example of RPing if you wish. The games I DM are all table-top, so other than several notebooks full of notes, I can't copy any dialogue over. I could provide a few situations, but that won't give you what you may be looking for. If you want to see a transcript, or a portion of a transcript from the online campaign that I play in, just let me know and I can either e-mail it to you, or post it here (if enough people are interested). I do not claim to be that good a player, and firmly believe I should have stayed in the DM's seat, but it would be an example.

As for providing an example of how I would award XP for role-play, that is even more difficult then providing examples of role-play. Since every session is different from the previous, with different situations, and players playing at different qualities depending on the horrors of the week, the amount of XP given for roleplaying varies greatly. Also, as they level up, I am more generous with the XP so they will be able to level up again in another 6-8 sessions.

Quote

You are an experienced DM, Rintaran the Webbed Mind

Quote

But especially Rintaran.


:blush:

Now you're embarrassing me. I'm nothing special and there are people here who are not only older, but who have RPed and GMed much longer than I have and could likely teach me a thing or two about XP as well as gaming. But thank-you for the special and undeserved recognition none-the-less.
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#14 User is offline   blacxthornE 

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Posted 24 May 2004 - 07:23 AM

Humble, aren't we... Well I said that because mostly I see very different but also very sensible ideas about what DMs might do. You obviously make important suggestions when people ask and do not talk nonsense like I do most of the time.

I'm still one of those who are waiting for your mods (from the "You know what's funny" post).

I am also interested in that e-mail you mentioned... My e-mail adress should be available in my info.
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#15 User is offline   Rintaran 

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Posted 24 May 2004 - 04:23 PM

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Humble, aren't we...


Humble? No. Horribly honest? Yes. Willing to state my opinion no matter the cost? You bet.

Quote

You obviously make important suggestions when people ask and do not talk nonsense like I do most of the time.


All suggestions are important. Whether or not they're useful is a different question. And I talk atleast half as much nonesense as you do. Probably more. We all need a bit of a break from our mundane lives. Insanity is always a good reprive.

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I'm still one of those who are waiting for your mods


I'm compiling it as we speak. I've a good bit of it together now. It'll be up no later than my birthday in August. But very likely much sooner.

Quote

I am also interested in that e-mail you mentioned


Ok, I'll send you the transcript. I'll clean it up a bit to take care of the bit of OOC conversation near the beginning, during our break, and at the end. I'll also do a short write up on the two main characters for ya (a simple copy-paste as I've a summary in my BLOG). If anyone else wants it, just let me know. I don't figure I'm a very good player, and the other player in this little campaign is a virtual newb, as is the DM, but it's a good example of role-playing... If not an excellent one.
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