How much experience do your characters need to reach the next level?
Do you set things up so characters reach each level after roughly the same amount of time?
Do you make it so each level is a little harder? How much harder?
Do you let players level up in the middle of a dungeon, or only once they get back to town? Do you require teachers?
>>50804709
>2016
>Almost 2017
>Still using experience points
Man, fuck experience points, I just give my players level ups when they complete big story moments or plot arcs. It cuts down on book-keeping math and helps quell the part of the murderhobo mentality that says you need to KILL EVERYTHING to level up faster.
>>50804957
But what if I had the crazy idea of NOT GIVING THEM XP for fighting monsters unless the monsters directly threatened them in some way.
No xp for shopkeepers. No xp for hunting down a lone orc if you're 3 points from level 7
bits of XP for monsters the party didn't set out to fight, who wear them down as they pass through the wilderness or dungeon.
Good xp for beating a dungeon, looting the treasure and escaping safely. This should allow them to bypass the monsters.
Larger xp for beating specific legendary monsters or large scale quests, such as the search for a parrot's tear.
But hey, you do you. I just find it easier to give consistant story related levelups if I have some arbitrary way to track x;, instead of having to make a judgement call every time. Plus, this way, I can give a player a few xp for things such as good roleplaying, working well with others, or being the scribe for tonight's game.
>>50804709
5.
That's impossible.
No.
Wherever they are. No.
>>50804709
I don't use XP, at least in DnD. They level up after they've earned it.
Mostly I go by the rule of "no EXP, you level up whenever a story arc has been finished", but in games like Dark Heresy where EXP is very integral to the game's mechanics, I do keep a tally of how much EXP people are sitting at and just wait for a chance when the players will have a lot of time to themselves to train. Warp transit is a pretty convenient way to manage this because generally the players will have access to anything they would need to start studying or training. I try to keep all of my players at roughly the same EXP level, but players who are really actively involved in the game might get more access to poke around for supplies or potential allies to talk to. If it's really exceptional sportsmanship, I might award Fate Points. However, if there's a player who isn't really engaging as much I'll try to find some excuse to have them get the chance to do something or set up a scenario to really let them shine. Also, players who do impressive things get Fate Points, but players who go out of their way to be glory hogs and constantly want to know if something is worth awarding them fate points lose the points they have or might find that there are fewer resources at their disposal.