Experience rates and using PFRP with older D20 adventures


Conversions


I'm using some 3.0-era vintage adventures with my PFRP group, and I have a simple problem I'm considering: what rate of advancement should I pick with PFRP in order to have the advancement be consistent with the adventures?

I'm using Sunless Citadel, Forge of Fury, Speaker in Dreams, and I'd like to make sure that the PCs (four) don't advance too slowly or quickly here.

I understand that 3.5's advancement scheme is about consistent with the 'Fast' PFRP scheme. Can someone help me out and advise as to the right scheme to use with these older 3.0 materials? (I don't have any 3.0-era rulebooks to look at.)

Thanks!


My tendency with published adventures that assume a certain sort of progression (e.g., the next module is for characters of level X) is to ignore XP altogether. For example, since the PCs should be 3rd level at the start of Forge of Fury, I'd raise them to 2nd level when they're about halfway through Sunless Citadel, then grant them 3rd level at the end. What I especially like about this is that it allows me to add material without throwing off the progression.

It's worked great in my group. I recommend you be upfront about it with your players, if you take this route. Some players may have an expectation that they should get whatever they've "earned", including all XP. Just point out that this is a houserule.

This may not be exactly what you're looking for, as I wouldn't call it "the right scheme". But I thought I'd offer it up in case you find it helpful.

Liberty's Edge

Draco Caeruleus wrote:
My tendency with published adventures that assume a certain sort of progression (e.g., the next module is for characters of level X) is to ignore XP altogether.

However, keep in mind that there are some effects and sub-systems that require a PC to expend XP. AFAIK, PfRPG has eliminated nearly all of these (see wish and the various crafting feats), so it may not be a problem. However, if your players use any splatbook or non-Pathfinder resource, you may run into conflicts.

There's also the issue of one character, who by all rights should have more XP than the others, feeling cheated when he's at the same level as everyone else (but this is more of a social contract thing I suppose).

I toyed with the idea of using percentages instead of XP with my current Iron Heroes game (where one of the books actually suggests going XPless), but in the end decided that XP was familiar, served as a more granular reward/incentive, and allowed me to easily bring in sub-systems allowing XP expenditure.

On the original topic, though: IIRC, the XP needed for advancement in 3.5 and 3.0 is identical. I would use the "fast" progression in PfRPG for any 3.x adventure you run.

Paizo Employee Creative Director

The 3.5 rate of experience is somewhere between the Fast and the Medium track. I'd suggest using the Medium track since that gives you some extra room to add in side adventures. But if you have more than 4 players, it's probably better to use the fast track so there's more XP to go around.


I'm running a long preprinted module arc, and I'm using a very simple method of XP....the party levels when they need to, to be at the appropriate power level for the next set of challenges. Who needs numbers :)?


viktor_haag wrote:
I understand that 3.5's advancement scheme is about consistent with the 'Fast' PFRP scheme. Can someone help me out and advise as to the right scheme to use with these older 3.0 materials? (I don't have any 3.0-era rulebooks to look at.)

3.0 and 3.5 XP progression is identical, you should have no trouble using the Fast track, which is nearly identical to the 3.5 progression according to my calculations.


Jagyr Ebonwood wrote:
Draco Caeruleus wrote:
My tendency with published adventures that assume a certain sort of progression (e.g., the next module is for characters of level X) is to ignore XP altogether.
However, keep in mind that there are some effects and sub-systems that require a PC to expend XP. AFAIK, PfRPG has eliminated nearly all of these (see wish and the various crafting feats), so it may not be a problem. However, if your players use any splatbook or non-Pathfinder resource, you may run into conflicts.

I didn't bring this up because, as you said, XP is not a resource in Pathfinder. But, FWIW, if you need/want to use XP in this way, there's a simple system for doing so presented in the 3.5 conversions of the original Dragonlance adventures (which used the type of method I described above). Basically, every level you get a pool of XP to work with for the purposes of item creation and so forth. I don't recall their exact numbers, but that's something a group can fiddle with on their own.

Jagyr Ebonwood wrote:
There's also the issue of one character, who by all rights should have more XP than the others, feeling cheated when he's at the same level as everyone else (but this is more of a social contract thing I suppose).

Yes, that's why I suggested that the GM be upfront about this.


Draco Caeruleus wrote:
My tendency with published adventures that assume a certain sort of progression (e.g., the next module is for characters of level X) is to ignore XP altogether.

This is exactly the tack I had been taking to date with the Pathfinder AP adventures, and was hoping to just keep doing that. However, my players actually expressed a dislike for this. They wanted to keep track of XP.

I'm wondering if I shouldn't just chop up the XP awards consistent with the "you can level up when it's narratively appropriate" plan, and hand them out that way...

Thanks for the details, folks -- my players seem to be advancing a bit too fast for Sunless Citadel. They're halfway through second level and they haven't yet fully gone through the top level... I will have to put the brakes on a bit.

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