| Reverse |
Has anyone run through Kingmaker using story-based leveling rather than XP totals?
We have been using story leveling for other APs and it works very well for our group. Kingmaker, with how wildly it can divert from the plot, seems like it would benefit from story-leveling, but unlike the other APs appear to offer set points at which the PCs should be at X level (probably because it doesn't match with the exploring sandbox nature). (Unless of missed this. The other modules start with this in the front pages, but not Kingmaker - could somebody point me to a page reference if so?)
What have people used as leveling points for XP-less Kingmaker? At the moment, I'm looking at a level per X hexes explored, although that does create the possibility of managing to gain a level entirely by finding empty hexes, or gaining only one from doing all the large dungeon areas... Thoughts?
| GM Aest |
I'm running through it without XP. I've leveled once so far (after the Thorn River Camp was defeated and four hexes were explored (the party had just picked up a new party member by rescuing her from Akiros Ismort and his band of brigands via negotiation). It's a bit early perhaps, but I wanted to have them at level two so they could possibly survive a bad roll on the randoms (4 trolls, will-o-wisp, etc.)
Third level is going to come after this exploration patrol they're doing. They'll have cleared the mites' lair, resolved the kobolds (one way or another) and visited the Temple of the Elk, as well as filled in the territories between there. I'm planning on having them return to a partly-destroyed Oleg's with a missing Svetlana so as to provoke them into dealing with the bandit threat.
I haven't thought as much about leveling breaks for books two-six yet, but I'd continue to tie it to whatever story you're trying to tell. There's a quick blurb on Page 7 of RRR that gives some ideas for when leveling should happen, and one on page 9 of VV as well. I assume there's one for 4 and 5, but I'm not as certain about book 6.
Hope this helps.
| Philip Knowsley |
My group is Lvl 10 & we've been doing it this way since day one...
BECAUSE KM is so sandboxy - more so than any other AP, you can't really count
on 'set' places or times to level - most people have probably done it intuitively
- I know I have.
I guess what I'm saying is look at how many of the encounters in each book that
your PCs have done & use that as a rough guide. i.e. They need to be 'x' level by
the start of the next book, this book has 'y' encounters. 'y' divided by 'x'
=...
This also allows you to throw in all sorts of extra stuff. We've been playing
for about 3 years real time (at least), and about a dozen game time. If I'd
awarded XP, the players would be WAY over cooked for book 4 - which is where
we're at now.
| Lee Hanna |
I started with xp, but moved away from it a few levels ago. Since I am running a lot of chunks out of order, for me it's been a matter of, "Do they need to be x level or x+1 to take on this bit", or "Can I up/down-grade the encounters here to meet their levels?"
Right now, they are levelling between sessions to 12th (I hope they will all be done by dice-on-the-table time tomorrow), and I intend to hold them there for a few sessions, before they head on to Irrovetti's palace.
| Chuckbab |
I'm using story-based level ups as well, using the broad guidelines of the AP as a guide.
For example, in Chapter I, they should be lvl 3 when dealing with the Stag Lord and level 4 after that. In Chapter II, they should get to lvl 5 after something epic, get to lvl 6 just before Hargulka's Stronghold, and lvl 7 after that.
I recently started to use the "staggered advancement" rules from Unchained. Basically, each level is divided in 4 mini-level ups, and each time, the player decide if he gets...
-50% of his HP
-the other 50%
-his saves
-his BAB
(the class features/feat/stats increases are only unlocked when the next level is full, and the skill points are gained in two halves).
It allows me to give something to the players pretty much at every game session.