I'm currently toying with implementing a simpler XP method in for one of the modules I'm producing and I'm looking for some feedback.
For the 0-level module, I'm basically going to say:
Code:
If you make through this module, surviving players will have advanced from 0 to 1st.
That is consistent with some of the rules that have been presented already.
For the 1st-to-3rd level module (as it was played in its original incarnation) I've actually looked at the flow of the story/encounters and want to award experience based on
completing chapters of the story. As the adventure is an island-crawl followed by a cavern-crawl finale, I was going to put in something that essentially reads (and I'm using examples):
Code:
The island has 4 main overland areas each with at least 4-6 opportunities for combat encounters: The beach area, the ruined village, the mountains and the swamps. Once characters clear or complete 2 of the 4 overland areas they should advance from 1st to 2nd level. Once the characters complete the remaining 2 areas encounters, they should have enough experience to advance to 3rd level as they descend into the final caverns. If your characters avoid several of the keyed encounters in any given chapter, feel free to customize the game with wandering monsters until you feel they've earned advancement.
I personally like how it keeps the simplicity and I do want to keep the exploration/sand-box type feel of the island.
The risk is, given the module was designed open-ended so the PCs could explore different areas at different times,depending on which adventure paths the PCs make, some encounters will be played at 1st level, and others at 2nd level (the finale encounters require gathering clues/solving problems within the first 4 chapters so its safe that all players will be at 3rd level.)
So my questions become:
- What do you think Too simplistic? Or, would you prefer to see this encounter is worth n points.
- How do people feel about scaling information in modules in general?
- This technique uses the you should play about 4-6 encounters fighting encounters more-or-less before advancing.
For the record, I too dislike all the XP math, but at least in the games I've DM'd, the PCs do look at me with googly drooling eyes after a particularly nasty battle asking, "Oh man, how much experience do I get FOR THAT?" And for that I almost want to continue to give them some sort of tangible reward, but just keep the advancement level kinda fluffy. i.e., "You need about 2 or 3 more fights like that to hit your next level."
Anyway, curious for other's thoughts.