
Saleem Halabi |
3 people marked this as a favorite. |
So. I hate XP. I feel it adds a needlessly complicated level of abstraction and busy work that doesn't really add anything to the game. As I am running the AP at the moment I am using milestone advancement to level up my players. Unfortunately the section at the beginning of each adventure isn't the most clear on when level ups are expected to occur, and not all of them tie in to plot points. I like to have the milestones occur after the PCs have defeated a significant foe, or done some other plot critical task, while some of the advancement suggestions are things like "while the PCs explore this dungeon" or "before they get to boss X."
To that end, I have made my own milestone breakout and I just wanted to get some second opinions to see if I have overlooked anything and to share it with others who may want to do the same.
There are some pretty hefty plot spoilers in here so its hidden behind the tag.
Note that I've taken the optional suggestion to give my players mythic ranks. They will only be guaranteed to get the one. After that they may or may not earn further ones depending on their actions. They are fairly heavy optimizer, but even still I only reasonably expect them to get no higher than Mythic Rank 2.
Milestones:
2nd: Clear Rodericks Wreck
3rd:Free the Dwarven Merchants
4th: Defeat Dolland / Get Runeward Gauntlets
5th: Defeat the Peacock Cult or Mozamer
6th: Defeat Viralane & Cora / Arrive in Magnimar
7th: Defeat Hira / Discover the Gauntlet
8th: Defeat Thybidos
9th: Defeat the Polymorph Plague (Magnamar)
10th: Defend the Manor House (Riddleport)
11th: Defeat the Peacock Phoenix (Korvosa)
12th: Learn the Viridian Transcendence ritual
13th: Reach the Temple Gate
14th: Reach the Refuge of Violent Vanity
15th: Defeat Lyraesia
16th: Discover the Time Anomalies/Defeat Solethex
17th: Defeat Belimarius
18th: Acquire Zinlun’s Skull
M1: Activate the Cyphergate
19th: Close 3 Temporal Wounds
20th:Enter Alaznist’s Demesne
Optional Mythic Bumps:
Defeat Tawil At’Umr in combat
Defeat the Oliphaunt of Jandelay in combat
Close all of the Temporal Wounds without a single failure
Thoughts?

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So. I hate XP. I feel it adds a needlessly complicated level of abstraction and busy work that doesn't really add anything to the game.
It adds the psychology of reward. Turns out, humans are animals and just like cats and dogs enjoy getting something small and fun after expending their energy, people playing RPGs enjoy getting those little points after every game that add up towards more points and the next level, complete with the classic "dang, I'm just 1000 away!".
XP also compensates for boredom and anxiety which everybody experiences every gaming session, because no matter how fun your games are, there will be the boring bits when somebody else has the spotlight or the anxious bits where your PC gets hit on its head or when you roll two ones in succession. You're a puppy, you want a bone after an evening of generally positive but also a bit stressful and sometimes negative feelings. There there good boi, here's your XP. Works much better than the "yeah you'll level at some point when I tell you" reward system.
Cref: achievements in video games. Heck, those even don't give you anything most of the time, but people still love them.

magnuskn |
3 people marked this as a favorite. |

Maybe it's our advanced age of mid-fourties, but I've been running Pathfinder without XP for close to a decade (and am very grateful that there are level-up points given in the front matter of each module), but my guys have no problem whatsoever with that system and we've been happily playing together for twenty years now.
Giving out XP each session is just another hassle added on top for me, personally, since I already have tons of extra prep time doing translations to German for the flavor text, re-allocating treasure due to using the automated bonus progression, re-doing stat blocks due to that as well... granted, most of those happen way before I even start GM'ing the AP, but I'm happy for anything which makes things a bit less onerous overall.
This is also why I remain puzzled why Paizo can't just do more AP's which go to level 20... just have characters level up at the needed points. But I know intellectually that other people have problems with that approach, it just doesn't feel like a valid problem to me.

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I actually like exp too yeah. Partially because it allows players to feel rewarded even if they don't get any loot or help in character(such as if they avoid encounter with sneaking or diplomacy, but don't ally with character) plus it means that if pcs do everything, they can level up earlier than book assumes.
Like, my PCs in RotR leveled up to 18 before Karzoug because they did everything possible. In Strange Aeons they also ended up at level 4 before even encountering final boss of book 1 for same reason <_<

magnuskn |
1 person marked this as a favorite. |

I'd count that as a negative, personally. Means that if I want the now-too-weak encounters to feel appropiately challenging to be worth the one or two hours to play them, I got some extra work on top of the normal prep time. Thanks, I'll pass.

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I'd count that as a negative, personally. Means that if I want the now-too-weak encounters to feel appropiately challenging to be worth the one or two hours to play them, I got some extra work on top of the normal prep time. Thanks, I'll pass.
And on otherhand I consider it fair that if pcs to extra work, they get extra rewards :D

Saleem Halabi |
Cool and creative!
But how are 18th-19th level characters with only a single mythic tier supposed to hang with Tawil??!! His save DCS are very very high ... four abilities with a 39 DC. 7-10 mythic tiers and I'll increase player odds ;)
Beats the hell out of me, but the AP has him in there with the option to fight him if the PCs want. My players' characters are all belligerent a$@%+!+s so there is the strong possibility of them picking a fight with him when he tells them they have to sacrifice one of their own for him to let them proceed. Like I said though. I only expect them to hit MR 2 at most. Chances are they will pick a fight with him and lose (and have the caretaker res them), but if they do win, they get a bump.
It adds the psychology of reward. Turns out, humans are animals and just like cats and dogs enjoy getting something small and fun after expending their energy, people playing RPGs enjoy getting those little points after every game that add up towards more points and the next level, complete with the classic "dang, I'm just 1000 away!".XP also compensates for boredom and anxiety which everybody experiences every gaming session, because no matter how fun your games are, there will be the boring bits when somebody else has the spotlight or the anxious bits where your PC gets hit on its head or when you roll two ones in succession.
Yeah, I'm going to hard disagree with you here. Not on the basic premise (people like getting small fun rewards) but on the fact that they are rewards at all.
Even as a player tracking XP is a tedious unfun process. The reward is playing the game.
Players are not doing something boring (playing the game) and getting rewarded for it (the XP).
Players are doing something boring (spending the effort to coordinate all our busy adult schedules and the politics of that) and getting rewarded for it (getting to play Pathfinder).
The game itself is the reward. Tracking the XP is just extra unfun (a punishment) tacked on to it that reduces the overall enjoyment.
Also, as a GM its my duty to ensure that the players AREN'T bored during the game. Part of that is ensuring that they aren't sitting around waiting. Very rarely does more than 1 or 2 minutes go by between each players action. I work very hard to keep things moving and make sure each player is ready to go and can quickly manage their turn when it comes around to them.

Dracovar |

Saleem Halabi wrote:So. I hate XP. I feel it adds a needlessly complicated level of abstraction and busy work that doesn't really add anything to the game.It adds the psychology of reward. Turns out, humans are animals and just like cats and dogs enjoy getting something small and fun after expending their energy, people playing RPGs enjoy getting those little points after every game that add up towards more points and the next level, complete with the classic "dang, I'm just 1000 away!".
XP also compensates for boredom and anxiety which everybody experiences every gaming session, because no matter how fun your games are, there will be the boring bits when somebody else has the spotlight or the anxious bits where your PC gets hit on its head or when you roll two ones in succession. You're a puppy, you want a bone after an evening of generally positive but also a bit stressful and sometimes negative feelings. There there good boi, here's your XP. Works much better than the "yeah you'll level at some point when I tell you" reward system.
Cref: achievements in video games. Heck, those even don't give you anything most of the time, but people still love them.
Ok - so whether your agree or disagree w/Gorbacz, he did manage to describe some of my own gaming moments. Looking at that XP column and thinking "next session, if I don't get killed, I'll make the next level". It put myself and my players always a bit on edge right before leveling...there was excitement, sense of danger, etc. It was fun! Also - if you died, especially back in earlier editions, we house ruled loss of xp rather than a Con point - which just added to the tension as you closed in on your next milestone.
That being said, from a more story driven perspective, I'd love to run an AP without worrying about XP, and doing it Magnuskn's way. I'd like players to worry less about xp harvesting, and more about the storyline - so, maybe the murder-hobos DON'T have to clobber everything in their path just to garner the holy grail of XP.

Saleem Halabi |
Ok - so whether your agree or disagree w/Gorbacz, he did manage to describe some of my own gaming moments. Looking at that XP column and thinking "next session, if I don't get killed, I'll make the next level". It put myself and my players always a bit on edge right before leveling...there was excitement, sense of danger, etc. It was fun! Also - if you died, especially back in earlier editions, we house ruled loss of xp rather than a Con point - which just added to the tension as you closed in on your next milestone.
That being said, from a more story driven perspective, I'd love to run an AP without worrying about XP, and doing it Magnuskn's way. I'd like players to worry less about xp harvesting, and more about the storyline - so, maybe the murder-hobos DON'T have to clobber everything in their...
Oh yeah, I'm not knocking on it if that's what you enjoy. By all means track XP. Its just not for me or my group. I tend to focus more on the story, and would to prefer to reward the PCs for hitting story beats as opposed to killing a certain number of monsters.
I absolutely loath the idea of players going out to kill monsters just to level up. I would much rather have them try to solve the story problem presented instead of "We need to go back to that level of the dungeon we skipped to kill more things so I can level up."

magnuskn |

magnuskn wrote:I'd count that as a negative, personally. Means that if I want the now-too-weak encounters to feel appropiately challenging to be worth the one or two hours to play them, I got some extra work on top of the normal prep time. Thanks, I'll pass.And on otherhand I consider it fair that if pcs to extra work, they get extra rewards :D
That's actually mostly handled by the AP's themselves, though I'd say that (just spitballing a number here) about the last ten of them have been far better in that regard, with the writers occasionally suggesting redeemable opponents if the players put in the extra effort. "Easier fights" is not exactly a reward to my sensibilities, since I think very much in terms of "Fights are a high time investment = Don't waste my players and my own time with fights which the players will win super easily".

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Well, there is also that I like adding levels to boss enemies so if pcs level up I have excuse to do so :p
Either way, that is actually one of things that GMs and Players think of differently. Like players in my experience do actually consider "We did everything, so we have easier time than if we didn't do everything" a form of reward

magnuskn |

Well, there is also that I like adding levels to boss enemies so if pcs level up I have excuse to do so :p
Which goes again into the territory of "I don't need the extra hassle on top of all the other stuff I already do".
Either way, that is actually one of things that GMs and Players think of differently. Like players in my experience do actually consider "We did everything, so we have easier time than if we didn't do everything" a form of reward
Not my guys, as far as I know. If things are too easy, they get bored after a while, as do I.

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Dagnabbit website maintainance nabbed my post
Anyhoo just noted that I like extra hassling :D
Plus you are confusing "Too easy" and "Easier than normally", Strange Aeons' first book's every encounter is potential TPK :p As in main reason there hasn't been one was that during level 1 I gave them mercy on one encounter due to good deed done earlier(note: it was still very likely for them to die since it wasn't auto success, just "one more chance to not to die" sort of deal), afterwards its been through really really lucky rolls. Like seriously, they have fallen down so much that I'm almost running out of nightmare ideas(well not really because I had like dozen of them, but I definitely have used more than half of them)

magnuskn |

Can't really talk about Strange Aeons, since I've avoided reading it, because there's still a decent chance that someone will run it and I can be a player. But I stand by my points made so far.

JohnHawkins |

I always use milestone leveling and so far in every AP I have had to rebuild most encounters as my players optimise more than the level assumed by the designers. I don't have a problem with this as I enjoy rebuilding opponents.
In Rise of the Runelords I held the players back at level 16 and still had to rebuild the final battle to make Karzoug an appropriately terrifying opponent.
The final battle of this AP may actually be dangerous enough to not need a complete rebuild , we will see when my players get there in a few years

Saleem Halabi |
So, I'm a sucker and gave them their first Mythic rank when they defeated Zutha.
It hasnt been a problem so far, I just stick the advanced template on everything and up their HP by about 50%, and most encounters get one or two additional creatures. I've also been putting the Agile mythic template on the various time beasties that keep coming back to kill them.
Everything is working out pretty well so far. They are at the final encounter of the Therasic Library and enjoying their mythicness.