Alternate XP/Advancement System
Posted: Sun Jul 23, 2006 8:40 pm
My first post and thread on the TLG fora. Be gentle with me ...
As a GM, the standard xp and advancement system in C&C doesn't suit me well at all. Mainly because I find the precise accounting and dividing of xp gained for each character over a dozen or so encounters per session to be nothing but tedious. The ever rising sums involved don't help, as even by mid-level play tens of thousands of xp require ever-longer post game sessions to sift through like an accounts receivable file. But also I feel that it encourages mood-breaking character behavior, such as running down fleeing foes just to keep all that juicy xp from getting away, and otherwise going out of the way to kill things when other courses of action are available, sometimes even preferable in terms of role-playing. Heroes who outfox a slavering beast rather than bludgeoning it into a pulp are at least as common in fantasy literature as the latter, so it irks me that the official system blatantly states that characters will receive reduced rewards for doing so.
Because of all that, I've been looking to modify the reward system of C&C thoroughly. Following is what I have so far. For those who want to know, my approach has been heavily influenced by both the "Keys" system from The Shadow of Yesterday and, amusingly, a short system for calculating training time needed before achieving a new level in the 1st ed. AD&D DMG (on page 86, specifically). These ideas have, as of this writing, not been playtested yet.
First, I'm doing away with the extended xp/level charts. The amount of XP needed to reach 2nd level is what it takes to reach every level (so a Fighter who has reached 5th level will have earned a total of 8,004 xp ... or maybe just 8,000, I'm very tempted to drop that stray "1" from each class's chart).
Second, I'm completely divorcing xp rewards from successful slaughter and magic items found. All xp comes mainly from character behavior. How I think I'll handle this is by having a fixed set of "survey" criteria that I'll apply to each character at session's end, and a graded series of responses with fixed xp rewards. Something like the following:
*Behavior as per class. (Fighters charging into a fray, Clerics taking time to honor their faith, thieves taking a risk for a bag of gems, etc.)
*Behavior as per race. (dwarves commenting on good stonework, elves calling to wild birds, etc.)
*Behavior as per alignment. (what it says)
*Did the character face a challenge commensurate with her level? (A mid-level Paladin riding forth to slay the great red dragon terrorizing the land, yes. The same Paladin cleaning out a nest of rats, no.)
*How did the character support the party? (no petty backstabbing or out-of-character squabbling)
*How did the player support the gaming group? (no cell phones at the table, sharing snacks, etc.)
There are some other things I'd like to somehow account for, such as doing "cool stuff" in general, but I haven't quite figured out how to codify that. I'll probably just leave room for an inspecific "CK determined bonus". Regardless, I see each criteria being judged along the following scale, with something like the given xp reward per step on the scale:
*Execrable: 0 xp. (wasted my time and every one elses' in the game)
*Fair: 50 xp (the bare minimum, little more than lip service to that aspect of the character)
*Good: 100 xp (active and interested)
*Great: 200 xp (driven and dynamic)
*Heroic: 500 xp (blow-your-socks-off gaming, everyone and their cousin is impressed)
I think "Average" player-character performance, the kind I'd expect from a player at least nominally interested in the game and their character would be considered Good, thus at the end of a session an average player should receive (assuming I stick with 6 criteria) about 600 xp. Thus a Fighter should level up a little less often than every three sessions, which is about the rate that I like. The slowest advancer in the game, the Paladin, will advance a level once every fourth or fifth session. The fastest, the Rogue, will advance once every two sessions. For faster or slower advancement, I can just change the xp amounts given.
Looking this over, I've just noticed that I could easily turn these criteria-and-rewards into a survey card printout, that I can fill out at session's end with a few quick pencil strokes and keep as a record of the player's performance. What a nice bonus.
Now, there are some complications I'm concerned about. Mainly, the Class XP/Level charts aren't completely linear. As far as I can tell, the amounts are bumped up a little if some new class-power comes into play at a particular level. Disregarding that won't have a big effect as far as I can tell, but I could be wrong. Also, I seem to recall from my BD&D days that certain classes were designed to advance quickly at low levels, but slow down higher up, or vice versa. As far as I can tell that's not so much an issue with the C&C charts, but again I could be wrong and I don't see how my new system could account for it without a host of special cases and modifiers, which I'd rather avoid. And of course, there's always the possibility that my players rather like the idea of their notional "XP bar" dinging up with every goblin slain, and the visceral appeal of super-sized pinball-like bonuses flinging about, so all this may end up being for naught anyway.
Consider and discuss.
As a GM, the standard xp and advancement system in C&C doesn't suit me well at all. Mainly because I find the precise accounting and dividing of xp gained for each character over a dozen or so encounters per session to be nothing but tedious. The ever rising sums involved don't help, as even by mid-level play tens of thousands of xp require ever-longer post game sessions to sift through like an accounts receivable file. But also I feel that it encourages mood-breaking character behavior, such as running down fleeing foes just to keep all that juicy xp from getting away, and otherwise going out of the way to kill things when other courses of action are available, sometimes even preferable in terms of role-playing. Heroes who outfox a slavering beast rather than bludgeoning it into a pulp are at least as common in fantasy literature as the latter, so it irks me that the official system blatantly states that characters will receive reduced rewards for doing so.
Because of all that, I've been looking to modify the reward system of C&C thoroughly. Following is what I have so far. For those who want to know, my approach has been heavily influenced by both the "Keys" system from The Shadow of Yesterday and, amusingly, a short system for calculating training time needed before achieving a new level in the 1st ed. AD&D DMG (on page 86, specifically). These ideas have, as of this writing, not been playtested yet.
First, I'm doing away with the extended xp/level charts. The amount of XP needed to reach 2nd level is what it takes to reach every level (so a Fighter who has reached 5th level will have earned a total of 8,004 xp ... or maybe just 8,000, I'm very tempted to drop that stray "1" from each class's chart).
Second, I'm completely divorcing xp rewards from successful slaughter and magic items found. All xp comes mainly from character behavior. How I think I'll handle this is by having a fixed set of "survey" criteria that I'll apply to each character at session's end, and a graded series of responses with fixed xp rewards. Something like the following:
*Behavior as per class. (Fighters charging into a fray, Clerics taking time to honor their faith, thieves taking a risk for a bag of gems, etc.)
*Behavior as per race. (dwarves commenting on good stonework, elves calling to wild birds, etc.)
*Behavior as per alignment. (what it says)
*Did the character face a challenge commensurate with her level? (A mid-level Paladin riding forth to slay the great red dragon terrorizing the land, yes. The same Paladin cleaning out a nest of rats, no.)
*How did the character support the party? (no petty backstabbing or out-of-character squabbling)
*How did the player support the gaming group? (no cell phones at the table, sharing snacks, etc.)
There are some other things I'd like to somehow account for, such as doing "cool stuff" in general, but I haven't quite figured out how to codify that. I'll probably just leave room for an inspecific "CK determined bonus". Regardless, I see each criteria being judged along the following scale, with something like the given xp reward per step on the scale:
*Execrable: 0 xp. (wasted my time and every one elses' in the game)
*Fair: 50 xp (the bare minimum, little more than lip service to that aspect of the character)
*Good: 100 xp (active and interested)
*Great: 200 xp (driven and dynamic)
*Heroic: 500 xp (blow-your-socks-off gaming, everyone and their cousin is impressed)
I think "Average" player-character performance, the kind I'd expect from a player at least nominally interested in the game and their character would be considered Good, thus at the end of a session an average player should receive (assuming I stick with 6 criteria) about 600 xp. Thus a Fighter should level up a little less often than every three sessions, which is about the rate that I like. The slowest advancer in the game, the Paladin, will advance a level once every fourth or fifth session. The fastest, the Rogue, will advance once every two sessions. For faster or slower advancement, I can just change the xp amounts given.
Looking this over, I've just noticed that I could easily turn these criteria-and-rewards into a survey card printout, that I can fill out at session's end with a few quick pencil strokes and keep as a record of the player's performance. What a nice bonus.
Now, there are some complications I'm concerned about. Mainly, the Class XP/Level charts aren't completely linear. As far as I can tell, the amounts are bumped up a little if some new class-power comes into play at a particular level. Disregarding that won't have a big effect as far as I can tell, but I could be wrong. Also, I seem to recall from my BD&D days that certain classes were designed to advance quickly at low levels, but slow down higher up, or vice versa. As far as I can tell that's not so much an issue with the C&C charts, but again I could be wrong and I don't see how my new system could account for it without a host of special cases and modifiers, which I'd rather avoid. And of course, there's always the possibility that my players rather like the idea of their notional "XP bar" dinging up with every goblin slain, and the visceral appeal of super-sized pinball-like bonuses flinging about, so all this may end up being for naught anyway.
Consider and discuss.