![]() It just seems more interesting to put more choices into the hands of players. I'm with 'LotFP' on this one, although I might do the hoard at the end form time to time just to keep players on their toes. 'LotFP' suggests spreading XP across the dungeon, 'Crypts & Things' suggests putting all the hoard together at the end. ![]() Or at least that's how I choose to see it, because honestly I'd rather go with the easiest route here. I think the important aspect of different XP amounts to level up between OSR classes is more there to balance players, and not players with the environment itself. I guess it could be argued that it might be true if ALL players multi-class (for example) knowing that the XP will be inflated for all of them anyway, but that's not something I mind that much. Even I thought so when I first read this take, but the more I thought about it, the more I realized it didn't change things that much in the end. Some other OSR books recommend that one calculates the average player level of the group and then prepare the XP Budget as if all players were Fighters instead of whatever classes they are, probably under the pretext that it balances out the budget more between choosing weaker or stronger classes. I'll see if I do that once one of my players reaches level 5, so that bit is still in the air for me. LotFP also recommends that one stops increasing the XP Budget available once the player with the highest level reaches level 4 or 5. I intend to divide it only by three, if only because it's possible for players not to find all the treasure, kill all the monsters or even finish the planned dungeon in a single game session, so it's very unlikely even then that they'd level up once every three or four sessions. Taking a page from 'Lamentations of the Flame Princess', that book recommends adding up all the XP required for the players to level up, then dividing the result by three or four, depending on how much XP you want the players to have access to during the dungeon. Also keep in mind I might repeat some things I have stated before in my previous entries regarding awarding XP to players and/or preparing games, but there IS new stuff. The following is how I'm going to handle the XP Budget for my players in my OSR campaign for now, keep in mind I'll be using a dungeon as a template but it could be any other kind of adventure with the same basic guidelines. ![]() (The GM might choose to replace some non-combat rolls with something more fitting to how rolls are made in C&C but the conversion for that is so easy that I'll leave it in the hands of GMs.)
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