hallucitor |
After a good night's sleep I'm still thinking that at this point, with such a divided issue, that perhaps keeping all 3 charts but designating the preferred default chart might be best... but then again, that's just my own opinion.
(me, I'd just like to see a clearly defined standard of the three... which playtesting of course will tell which would be best)
Darkbridger |
Hmm, I missed that 400xp for a CR1 monster reference. Backwards compatability is hitting another snag here. I don't mind having alternatives, but I don't like the idea of having to convert every other product I have just because the XP chart or XP awards are non-standard. Please, don't create more headaches this way. :(
orcdoubleax |
I don't understand how anyone can be agaist the three XP charts.
You pick one at the start of the game and don't use the other two. Once you pick on it has no effect on your game. How in any way does this make your game more complex.
It is just 3 different list. can anyone explain how two extra lines of numbers. less then half a page in the book can hurt your game.
If you say that players will not remember which one to use then get smarter players because the ones you have are brain dead.
K. David Ladage |
I don't understand how anyone can be agaist the three XP charts.
You pick one at the start of the game and don't use the other two. Once you pick on it has no effect on your game. How in any way does this make your game more complex.
It is just 3 different list. can anyone explain how two extra lines of numbers. less then half a page in the book can hurt your game.
If you say that players will not remember which one to use then get smarter players because the ones you have are brain dead.
One: the problem (in my mind) is not that having three charts is confusing. It is that having three charts is unneccesary.
Two: if I have said it once, I have said it a dozen times: in my humble and easilly ignorable opinion, the place to adjust things is in the rate of XP being awarded, not with the amount of XP needed.
Three: I have even, based on other threads, come to the conclusion that -- if you want to handle the adjustment on the XP needed side of the equasion -- the best way to handle XP is to eliminate the long charts all together and simplify things to the core. In other words have the whole XP chart reduced to a single paragraph of rule that reads:
"The Game Master will set the rate of advancement by setting an amount of experience needed for a character to advance each level. The recommended amount of XP required to advance each level is 30 experience points. A faster paced game can be achieved with a 20 experience point rate (or even lower!); a slower paced game with a 40 experience point rate (or even higher!). Players should be awarded 0-5 XP per encounter based on the amount of challenge the encounter provided. 0-points for a trivial encounter, 3-points for an average -- moderately challenging -- encounter, 5-points for a very challenging encounter. "Encounter" in this case refers to dealing with monsters, traps, role-playing story elements, etc. The GM can also award players 0-5 bonus XP each session for good roleplaying."
Done.
Optionally, a side-bar note on how you can have a gradiated rate (XP needed for next level = NEW_LEVEL multiplied by a constant like 5 or 10) to get that old-school feel. A gradiated 5-point advancement would need an average of 2 encounters to reach 2nd level, 3 more encounters to reach 3rd level, 5 more encounters to reach 4th level, 7 more encountes to reach 5th level, and so on...
Anry RPG Superstar 2011 Top 16 |
I beleive the 3 speeds of xp progression was a wonderful addition in the Alpha Test. I beleive it makes it so much easier to pace your own game.
I find it simple to follow, and if you had read the Character Advancement block on pg 8 it clearly states that which progression is used is up to the individual group that's playing.
Though I do beleive that it will have to be established which one is going to be used as basis of advancement of prewritten adventures.