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ieri
Staj
(3/24/04 5:01 pm)
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How do you handle levelling for this module
So far, I've been requiring the PCs to spend a day training in order to level, but I've been letting them spend that day just about anywhere, though they take the chance of being attacked (training isn't quiet) if they're in hostile territory.
My goal was to avoid a video game mentality, I gained XP now I'm suddenly stronger. But, I'm wondering if I'm still being too loose with it. They just got enough xp to level in the moathouse, and decided to stop and level. Though they don't know it, they've killed every enemy except the grell and Festrath, neither of which will attack them unless they head towards the obelisk, so they trained safely and levelled. But, this is starting to seem even MORE like a video game, stopping to train in the stronghold of your enemies so you're more powerful for the next fight.
How do you guys handle levelling?
-Ieri
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Boden Blagden
Staj
(3/24/04 5:59 pm)
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Re: How do you handle levelling for this module
Well, I just require the party to rest before XP is given out. That way if they do level they can begin using their new abilities.
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Knowe Remorse 
Staj
(3/24/04 7:52 pm)
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Re: How do you handle levelling for this module
I also require training in order to level. Usually I do 1 day per class level they advance, and 2 weeks of training to start a PRC, but Im thinking of halfing those, (1 day per 2 levels of advancement and 1 week for learning a PrC.)
Life, Liberty, and the Pursuit of All Who Threaten it. |
DarkHero69
Human
(3/24/04 9:28 pm)
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Re: How do you handle levelling for this module
I usually only make PCs train every 3rd level, or when they choose a new class or prestige class. Usually they train when it's convenient. If such a time never comes up or they avoid it (cheap?), I would give them a 10-20% penalty on experience until they get new ideas and book learning to complement their practical skills. This hasn't happened though.
Hope this helps.
Edited by: DarkHero69 at: 3/24/04 9:37 pm
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Caedrel
Ghoul Worm
(3/24/04 10:29 pm)
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ezSupporter
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Re: How do you handle levelling for this module
I like the video game mentality - it slows the game down less. Although the benefits may materialise "all of a sudden", my presumption is that they've been training and working towards it as part of their everyday existence. So long as it fits with the existing flavour of the PC (eg. taking another level of his or her favoured class) or the previously stated intentions of the player (next level, I want to work towards "x"), I let them have it.
If they want to do something in a different that they haven't previously flagged, that's when I would go "Sorry, no - you have to work on that some more. Wait until the next level, do something else now". The idea is that if they want to do something quite different, the player and I would have to agree on how they would go about it eg. Player: "I want to take a level of wizard"; DM: "Well, that means you need to study with the wizard already in your party" or "OK, you have to take charge of the scrolls and spend time studying them" or whatever. Same with any feats they may want to take.
Just with the timeframe thing in general, time for training in this module shares the same challenge that time for crafting items has - namely, how do you allow that time while trying to maintain the sense of urgency that is generated by the Doomdreamers' timeline for the release of Tharizdun?
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Siobharek 
(3/25/04 1:57 am)
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ezSupporter
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Re: How do you handle levelling for this module
I've decided to do my party's leveling the way Caedrel described it. If you require too much down-time, the timing of the module will get in the way, eventually.
Even now that I've finished RttToEE, I still run it like that - it simply makes for smoother adventuring.
Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing. |
Infiniti2000
Night Beast
(3/25/04 6:30 am)
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ezSupporter
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Re: How do you handle levelling for this module
I agree with Caedrel and Siobharek. I don't require any down time at all. Eventually, the party will have to choose between levelling and continuing to stop the bad guys. If they choose the former, the DM will have to compromise the story. Suddenly, events would occur (deus ex machina) that slow down the bad guys so that the heroes can take 2+ weeks to train. I don't like that.
Also, IMO training for a level makes little sense in the rules of D&D. How about if the PC's decide to take 3 months off to train. Do you suddenly give them, say, 2 levels? If not, how can you justify that training is even required to level? No matter how you slice it, the artificial "levels" of D&D do not work well within training rules. IMO, the game goes a lot smoother without training as you and the PC's can then concentrate on the story and the characters rather than on trying to fit in extra time to train.
Btw, I used to require training back in 1e and 2e, so my opinion is based on experience, too. You could almost say I levelled.
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Siobharek 
(3/25/04 6:46 am)
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ezSupporter
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Re: How do you handle levelling for this module
Well, it's a given that you levelled, but did you train for it? That's the question...
Personally, I fully expect to level once every 24 hours at Gen Con this summer. Twice on the day I attend a Malhavoc Press seminar. At I suppose I won't feel a thing beyond the growth of my L33+ Skillz
Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing. |
Mr Kaze
Staj
(3/25/04 9:38 am)
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Re: How do you handle levelling for this module
My system is that XP is awarded every time the party rests and they level up as they sleep. But I've also got a set timeline for world detonation and I don't want leveling up the party to count against them -- that'd just be mean. So the XP system isn't particularly realistic, but I do it to support the timeline which is realistic. Just a question of priorities.
::kaze
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ZansForCans 
Oathstalker
(3/25/04 10:41 am)
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Re: How do you handle levelling for this module
Mine is similar to Kaze (and is that KAEZ or KA-ZEE? ).
I give XP in between real-life sessions. When gaining a new level, many stat-based elements are allowed to change after a major encounter (BAB, skill ranks, saves, caster level, etc.), if the player(s) have a sheet prepared. But any gained abilities, new spells, and new hp do not arrive until after a full-night's rest.
As the others have noted, since the stat-based elements are mostly combat or skill things, the character is doing them all the time and the improvement is likely much more incremental than the system allows for. The jump in the numbers is just a rounding affect, if you will. The remaining changes makes more 'realistic' sense in my mind only after contemplation/rest. It can be annoying for a few encounters or a session to be in between, but in practice it's not too bad.
I certainly would encourage fiction-related 'training' for major shifts in character focus, but I don't require them all the time. It depends on the situation and the character's background and recent experiences. Some classes are obviously more apt to being 'discovered' in the field, but with good fiction, most anything can be made to work out!
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ieri
Staj
(3/25/04 10:53 am)
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Re: How do you handle levelling for this module
Well, you guys have convinced me. I'm going to drop the training to level thing. The party's still in the Moathouse, so we're not that far along (though we did run all the way through Sunless Citadel already). I think the players will like the change.
-Ieri
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