Boosting XP
- StealthSuitStanley
- Hlobane Orc
- Posts: 168
- Joined: Mon Aug 21, 2006 7:00 am
- Location: Sidney, OH, USA
Boosting XP
I've noticed a few threads commenting on XP and the appearance of a "slow progression" in C&C. I have a few comments and a solution.
If you aren't running a purchased module, you can modify your scenario to a challenge level the PC's can handle. simple enough.
If you are running a purchased module, you can either modify the scenarios as you run them, choose a module that is for lower levels, or boost the party's XP...somehow.
So the question becomes, how do you boost XP?
I've seen/heard of "story awards", "training awards", and a few other methods. Witterquick passes out 3 x 5 cards to all the player who then write 1. the coolest thing that happened today, 2. the coolest thing someone else did, and 3. If you were making a movie of tonight, who would you pick to play the part of the evil bad guy? The player who is the most popular answer for 2 is given a 10% XP bonus or something like that. This works well for one player each session, but doesn't boost the entire party, which is sometimes necessary.
The method I've chosen is what I call "percentage beads." I have several beads of three different colors. I write down secretly what each color represents. Usually 1%, 2%, and 5%. During game play, I give out beads for all sorts of game related items; successful SEIGE checks, good ideas that don't work, good ideas that DO work, funny jokes, wise cracks, getting the CK a drink when he's thirsty and various other sundry things that happen during game sessions. At the end of the session, I tell the players how many XP they've all earned and then tell them the value of each bead. They total up the percentage value of their beads then convert that to XP.
So let's say we have three players; Larry who earns 22% in beads, Moe who earns 35%, and Curly who earns 29%. Each player earned 1000 XP for the session and then adds their percentage on to that. So Larry gets 1220 XP total, Moe earns 1350 XP total, and Curly earns 1290 XP total.
This method works well for those players who really get into the game while encouraging those less experienced players to really participate.
Please notice I that I give beads for ideas, whether the idea works or not. This encourages the players to think about the game.
What other methods to you use to boost XP in game?
_________________
later
SSS
----------------------------
"Size matters not."
-Yoda, Jedi Master
If you aren't running a purchased module, you can modify your scenario to a challenge level the PC's can handle. simple enough.
If you are running a purchased module, you can either modify the scenarios as you run them, choose a module that is for lower levels, or boost the party's XP...somehow.
So the question becomes, how do you boost XP?
I've seen/heard of "story awards", "training awards", and a few other methods. Witterquick passes out 3 x 5 cards to all the player who then write 1. the coolest thing that happened today, 2. the coolest thing someone else did, and 3. If you were making a movie of tonight, who would you pick to play the part of the evil bad guy? The player who is the most popular answer for 2 is given a 10% XP bonus or something like that. This works well for one player each session, but doesn't boost the entire party, which is sometimes necessary.
The method I've chosen is what I call "percentage beads." I have several beads of three different colors. I write down secretly what each color represents. Usually 1%, 2%, and 5%. During game play, I give out beads for all sorts of game related items; successful SEIGE checks, good ideas that don't work, good ideas that DO work, funny jokes, wise cracks, getting the CK a drink when he's thirsty and various other sundry things that happen during game sessions. At the end of the session, I tell the players how many XP they've all earned and then tell them the value of each bead. They total up the percentage value of their beads then convert that to XP.
So let's say we have three players; Larry who earns 22% in beads, Moe who earns 35%, and Curly who earns 29%. Each player earned 1000 XP for the session and then adds their percentage on to that. So Larry gets 1220 XP total, Moe earns 1350 XP total, and Curly earns 1290 XP total.
This method works well for those players who really get into the game while encouraging those less experienced players to really participate.
Please notice I that I give beads for ideas, whether the idea works or not. This encourages the players to think about the game.
What other methods to you use to boost XP in game?
_________________
later
SSS
----------------------------
"Size matters not."
-Yoda, Jedi Master
CK of the Planewalker's Society
- moriarty777
- Renegade Mage
- Posts: 3735
- Joined: Fri Jul 07, 2006 7:00 am
- Location: Montreal, Canada
The bead idea is pretty cool.
Generally, I don't seem to have a problem with advancement so far and XP progression is working out well enough... but it is a small party and the XP shares are bigger as a result. I give XP bonuses for a player's role in the game... this can be roleplaying, ideas, and general comic relief. I also assign an additional 'Quest' XP bonus. A completion of an objective grants an XP reward. This, with the XP for treasure and combat, I found has worked great up to now.
Moriarty the Red
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
Generally, I don't seem to have a problem with advancement so far and XP progression is working out well enough... but it is a small party and the XP shares are bigger as a result. I give XP bonuses for a player's role in the game... this can be roleplaying, ideas, and general comic relief. I also assign an additional 'Quest' XP bonus. A completion of an objective grants an XP reward. This, with the XP for treasure and combat, I found has worked great up to now.
Moriarty the Red
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
I give xp for treasure. They go up in leve just fine. Plus I hand out xp bonus of anywhere from 50 to 2000 for good play, a good joke, good ideas, etc...
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Boosting XP
In my (newly coverted to C&C) game, I award personal XP to each character for damage done to monsters. For example: Balthock hits a Frost Giant and does 15 points of damage (weapon + STR Bonus + weapon bonus). The player records this damage, keeping encounters separate. At the end of the session, when XP is awarded, this damage is multiplied by 11 (the hp multiplier for the monster) and added to the characters XP total. I treat the multiplier for the monster's hit points as cumulative to the party XP award.
We've been using this system for years and I don't see it as 'double dipping'. The campaign I'm running has been in play for 4 1/2 years and my group is 6-8th level. I'm not stingy with XP for good roleplay, and award immediate XP during play for exceptional accomplishment.
We've been using this system for years and I don't see it as 'double dipping'. The campaign I'm running has been in play for 4 1/2 years and my group is 6-8th level. I'm not stingy with XP for good roleplay, and award immediate XP during play for exceptional accomplishment.
My Monday group made a ton of XP's last week due to simply playing smart. I don't think they swund a single sword, which was good. IF they had a TPK was highly likely. They verbally negotiated their way through several very dangerous, but profitable, trading situations. So I gave them a percentage fo XP's based on how much the trade was valued in GP.
See? I don't need no 4E to tell me how to adjudicate role play encounters.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
See? I don't need no 4E to tell me how to adjudicate role play encounters.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Treebore wrote:
My Monday group made a ton of XP's last week due to simply playing smart. I don't think they swund a single sword, which was good. IF they had a TPK was highly likely. They verbally negotiated their way through several very dangerous, but profitable, trading situations. So I gave them a percentage fo XP's based on how much the trade was valued in GP.
Good for them! they survived even if they don't know that. I played a Call of Cthulhu game years ago (before it went d20) we were on the Titanic and had to keep it from sinking because of some critters that were on board. Started around 7PM, finished around 7AM, not a player at the table ever rolled a die. Probably one of the most amazing roleplay sessions I ever sat in on!
Quote:
See? I don't need no 4E to tell me how to adjudicate role play encounters.![]()
Agreed! I played a little 3rd edition a few years ago, using PH, DMG and MM1. Bloatware! too many rules, too little roleplay. 4th edition scares me and it's not even out yet.
My group averages 9-10 players so the the xp gets divided up quite a bit, thereby making overall party advancement slow. I was handing out xp for treasure, but that has caused treasure bloat, so, I will be moving toward increasing the monster xp value and employing more story award. I will also introduce a performance bonus to players that do more at the table as opposed to those who just roll the dice and hog the Mountain Dew.
Another change that I will be making is to use the old 1st and 2nd ed xp chart for magic users. The C&C table gimps the Wizard something terrible in the level 6-9 range. The other class xp tables I will keep about as is, even if they do tend to the stingy side of the total D&D universe of editions.
Another change that I will be making is to use the old 1st and 2nd ed xp chart for magic users. The C&C table gimps the Wizard something terrible in the level 6-9 range. The other class xp tables I will keep about as is, even if they do tend to the stingy side of the total D&D universe of editions.
- gideon_thorne
- Maukling
- Posts: 6176
- Joined: Thu Mar 30, 2006 8:00 am
- Contact:
A quickie xp award I always used. Successful use of a class ability 50 xp per. Successful use of a spell, 100 xp per level.
These are rewards players can write down themselves.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
These are rewards players can write down themselves.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
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baran_i_kanu
- Ungern
- Posts: 67
- Joined: Mon May 15, 2006 7:00 am
waaaaaay late to the thread but.......
i'm using a variant of the Call of Cthulhu D20 Experience variant, ie. there is an option in CoC D20 to raise the PC's a level every two adventures.
i'm doing this but it's a level every 4 adventures. we're still keeping track of XP on the odd chance someone else will DM and do it differently.
with only two (now possibly 3 yay!) players i want them to gain levels at a fairly rapid pace. i might slow it down at mid levels but we'll see.
they seem to like it so far, and it saves me on bookwork, no matter how minor.
dave
_________________
Hey now,
I've stepped into the black
I say hey now
I wont be coming back
I say hey now
I've left it all behind
i'm using a variant of the Call of Cthulhu D20 Experience variant, ie. there is an option in CoC D20 to raise the PC's a level every two adventures.
i'm doing this but it's a level every 4 adventures. we're still keeping track of XP on the odd chance someone else will DM and do it differently.
with only two (now possibly 3 yay!) players i want them to gain levels at a fairly rapid pace. i might slow it down at mid levels but we'll see.
they seem to like it so far, and it saves me on bookwork, no matter how minor.
dave
_________________
Hey now,
I've stepped into the black
I say hey now
I wont be coming back
I say hey now
I've left it all behind
