
Aureus |

Due to lack of time playing minor side treks and small encounters to earn some extra XP, I considered running the AP without experience points and simply declare: (e.g.) "You have braved Foglove Manor and are now 6th level!"
I have read something from Dr. Jacobs in a post on experience in The Sea Wyvern's Wake he said something like XP isn't that important in an AP anyway.
There are certain problems I am not sur how to handle such as PC death. Which level do the new ones come in. Or multiclassing: there would be no penalty for too many classes. What about XP costs in spellcasting or item creation etc.
What do you think?

FrBen |

I add a lot of encouter linked to my Pc's background (one took the Fey Heritage feat line and is linked to the Fey from W1 for example), so if i follow the xp guideline they will lvl up too quickly... i think i will skip xp too.
I use a limited version of action point (only stabilisation and +1D6 to a D20) and i think i will use them to replace xp cost for crafting.
This does not resolve the death problem i still have to think of some kind of penalty, maybe juste a negative lvl for some time.

Kruelaid |

The penalty is death, and not finishing the fight. Also, they need to accumulate new goodies, because possessions of the dead are usually passed on to family or charity.
And actually my players tend to have fewer fights, either because they tend to find ways to avoid fighting or because I reduce the frequency of combat encounters--they just aren't hack and slay players.

![]() |

APs work great without XP. Simply figure out what level the party ought to be and level them up at appropriate times.
Personally, I find the multiclassing rules and penalties to be pointless anyways, so I'll be of little help here. Generally being multi-classed makes a character a generalist and being specialized in D&D is usually a more optimal choice. If multi-classing lets characters be more well-rounded in general, why punish them?
As for crafting, find out if anyone itends to do any. If they do, then maybe use a craft point system, like the one in Unearthed Arcana.
That or just make crafting more expensive or time consuming. But really, check to see if anyone even intends to craft, as most campaigns I've seen use little to no crafting overall.

Aureus |

Personally, I find the multiclassing rules and penalties to be pointless anyways, so I'll be of little help here. Generally being multi-classed makes a character a generalist and being specialized in D&D is usually a more optimal choice. If multi-classing lets characters be more well-rounded in general, why punish them?
Just have to second that. I think you are right and this should be not of importance in my campaign.
As for crafting, find out if anyone itends to do any. If they do, then maybe use a craft point system, like the one in Unearthed Arcana.
I thought this system is just for mundane items created by the craft-skill. Got to check it, thanks.
But really, check to see if anyone even intends to craft, as most campaigns I've seen use little to no crafting overall.
At the moment no PC has any item creation feats, so yes at the moment nobody intends to do so. But they asked and I wanted to have some arguments... :)

Jeremy Mac Donald |

Well personally I like XP simply becuase I think my players like getting it even if its kind of irrational (they like getting gps too).
But for crafting you could just give them some kind of a crafting pool. 10% of their total XP if they where gaining levels by the DMG would probably be fine.
For level loss - well you could ignore it or, presuming you have a good idea when the PC will level up normally, you can make them play a level back for, say, 2 levels. Once these two leveling points have been passed pick a point 1/2 toward the next leveling point and level up the PC there. He and everyone else then gets to level up as normal when they reach the real leveling up point.

Aureus |

Of course I was wrong on crafting points: the system includes creation of magic items. But it doesn't solve my problem with XP costs in the crafting process. :(
Well personally I like XP simply becuase I think my players like getting it even if its kind of irrational (they like getting gps too).
I definitely know what you mean! :)
But for crafting you could just give them some kind of a crafting pool. 10% of their total XP if they where gaining levels by the DMG would probably be fine.
I thought about something similar, but my take was defining the crafting pool with the table of the artificer class, doubling his crafting pool or such. Now I have to committ your idea is far superior! Consider it "stolen"! :P
For level loss - well you could ignore it or, presuming you have a good idea when the PC will level up normally, you can make them play a level back for, say, 2 levels. Once these two leveling points have been passed pick a point 1/2 toward the next leveling point and level up the PC there. He and everyone else then gets to level up as normal when they reach the real leveling up point.
Yes it might develop in such a direction.
Thanks for the answers so far guys!

Kruelaid |

I was thinking about consequence of a lvl loss from Raise Dead.
I don't understand your comment, whatever way you are "winning" an encounter you deserve some xp, D&D does not require you to slay your opponent anymore... things have changes since 1974...
What I mean is I reduce the number of encounters... there are fewer monsters. The last published adventure I played was Kobold King and I just found the Dungeon too overpopulated. It didn't make sense.
Or they don't do anything to resolve the encounter... they try to bypass it.
Know what I mean?
My players don't even know about XP. They are Chinese college students practicing their English and having a good time.