Difference between revisions of "Experience (D&D)"

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==== Option - Slow High-level advancement ====
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== Option - Action/Drama Experience ==
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Under this rule, action sessions and dungeon crawls give half experience, while investigative scenes, drama, and storytelling gives full experience, possibly with additional awards.
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This keeps the drama sessions from being unrewarding, while the action sessions still give healthy doses of experience. Practice shows that intense action sessions still give more experience than drama sessions. It also slows overall advancement by about 30% from roughly 3-4 sessions/level to 5-6 sessions-level.
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== Option - Slow High-level advancement ==
  
 
Experience is handled normally up to level 4. Thereafter, the following experience table is used:
 
Experience is handled normally up to level 4. Thereafter, the following experience table is used:

Revision as of 16:43, 12 February 2007

This article is imported from the Hastur wiki. See the import log for details.

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Option - Action/Drama Experience

Under this rule, action sessions and dungeon crawls give half experience, while investigative scenes, drama, and storytelling gives full experience, possibly with additional awards.

This keeps the drama sessions from being unrewarding, while the action sessions still give healthy doses of experience. Practice shows that intense action sessions still give more experience than drama sessions. It also slows overall advancement by about 30% from roughly 3-4 sessions/level to 5-6 sessions-level.

Option - Slow High-level advancement

Experience is handled normally up to level 4. Thereafter, the following experience table is used:

Relative Challenege Rating Reward
-7 100
-6 150
-5 200
-4 300
-3 400
-2 600
-1 800
+0 1,200
+1 1,600
+2 2,400
+3 3,600
+4 4,800
+5 6,400
+6 9,600
+7 12,800
+8 19,200

This table is extrapolated from the level 4 experience table. The basic idea is that after level 4, advancement slows down; half rate at level 8, 1/4 rate at 12 and so on. This migt make the players too rich at higher levels;players are encouraged to update their gear and spend money on various expenses and one-shot items. If player wealth becomes too high, measures might have to be taken, such as a couple of "idealistic" adventures without monetary rewards.

As an ancillayy to the experience rule, to make players feel they are advancing despite the lower rate of level gain, one feat is granted for every level instead of the usual progression of one every third level and at level 1.