Thread: XP and Leveling in AD&D
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May 1st, 2013, 23:33 #21
To answer folks questions:
Well, the top end of the XP award goes up every level. If you're level 1, you have the chance of gaining that 2000 XP (divided by the number in the party). By level 10, though, that number jumps to 20, 000. (You were fore-going the last multiplier, which is the average level across the party ... but I probably did not explain it well enough, so my bad.)
As far as how players take to it ... pretty well, actually. They feel they have a hand in how much extra XP they earn, first of all. Secondly, it becomes a "mini-game" to them, to see how close they can get to maximum.
It works especially well in a campaign setting, where you may have 7 - 10 or more story arcs - with bonus XPs coming at the end of every arc.
Characters running with me tend to level at pace of 1 level every 2 -3 sessions for the "lowbie" levels (5 and under), and in the 5 - 7 range for "high levels" (14+), which I think is a fair-ish balance. This way they can get a good feel for their character at each level; it's *not* about racing to 20, a la JohnD.
My games have a tendency to be RP heavy, with lots of puzzles and mysteries. When there are battles, they have a tendency to be on the "huge grand epic" scale. Because they're more fun.
I hope that answers some of your questions.
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May 1st, 2013, 23:35 #22Originally Posted by dr_venture
I find that your party has to be comfortable playing with each other into order to get the introverts to shine, but then there's always introverted characters that they could probably play to a tee¢° a quiet, sullen barbarian; a scheming rogue who doesn't trust anyone; an "unsocialized" ranger or druid; or a bookwormish wizard covers most of the base classes. Then, as the extroverts play, the introverts can be awarded for "mildly speaking their voice" and eventually get more comfortable roleplaying. That was my initial attraction to the hobby (it's now the knowledge of over 50 game systems (and the tidbits of knowledge that go with them) that have been played over the course of my career as GM).
And, I agree the conversation has to lead somewhere, or further the character's background for XP, but I would give more points to the thief that made the eloquent speech, rather than describe the actions they take. I'm just a sucker for Oscar (tm) winning performances, especially if it furthers the characters growth which is really the underlying topic here¢° Character growth. How you award XP (an artificial measure of growth in a profession) and why you award it in that particular way.
Cheers,
SFAliens.... Go fig?
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May 2nd, 2013, 00:43 #23Originally Posted by MistindantaclesAliens.... Go fig?
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May 2nd, 2013, 02:06 #24
Ultimately Im happy for players to level up every 2-5 sessions because as they get more powerful I can get meaner and nastier with them... looks like lots of different ways of handing out experience - and certainly some interesting ones.
As to handing out XP for treasure - i too think its kinda lame - but the XP for defeating monsters is set so low tno one goes anywhere... personally setting monster XP *way* higher seems more logical if you are being strict....
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May 2nd, 2013, 13:19 #25
I apologize, S Ferguson, in that so focused on XP awarding I ended up completely ignoring the second part of your OP -
... how they handle between-level training
For me, it depends on the setting. I have allowed leveling on the spot (in-between battles), automatically after the end of an adventure or campaign story arc, and have required PCs to seek out trainer NPCs.
I don't run too many published adventures anymore, probably because I ran them so much in high school and in college that I've become bored with them; so most of my DMing is in home-brew environments.
If it's a readily established and orderly society that has strong government and religious organizations, more often than not I'll require trraining at a trainer. However, if it's a weastern Europe c. 700AD type of setting, with mercurial government structure and sporadically available religious authority, I am more inclined to allow instant leveling.
But it's also a matter of role-play as well - are the players more role-play oriented (lending itself to a "seek out a trainer to level" rule) or are they more action oriented (lending itself to the "instant gratification" rule).
With regards to approach, i think it important that I, as a DM, be flexible to find common ground so that everyone is having a good time. If not, then what's the point?
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May 2nd, 2013, 15:08 #26
I usually require time to pass for training, but in some cases not. For example in 3.5e/PF if the PC is advancing in Sorcerer or Warlock, where the powers are self learned or just kind of appear... I simply require a period of rest no less than 8 hours.
"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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May 2nd, 2013, 16:49 #27
Yeah, even for those "instant" levle-ups, it's normally during a rest period after a battle. In fact, I cannot remember any instance where there was a battle, the heroes leveled, and walked around the corner directly into another battle.
But like I said, my battles have a tendency to be big bad epic events.
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May 2nd, 2013, 18:31 #28Originally Posted by Mistindantacles"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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May 4th, 2013, 02:08 #29Originally Posted by JohnDAliens.... Go fig?
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