I prefer giving the players a level with their milestones. While it's very possible to hand out a balanced amount of XP for things besides combat, I usually find that I have a hard time finding that balance between non-combat and combat. It feels a lot easier for the players to just go through some combat encounters where there's a definitive amount of XP to be given than to try and accurately assess how much XP players receive for things like convincing a general to grant them access to a high security military base, for instance. It's a lot easier to just plan for the party to level up once X has been achieved, or even after X things have been done.
It also makes it easier to make dungeons more fun, for me. I don't feel like I have to "fill" it with more monsters and traps, or "downsize" the total number of things in a dungeon. I feel like XP encourages a lot more "kill the thing" than "overcome the challenge the thing presents" too, which there can be a huge difference between at times.
Suggestion: calculate the XP the PCs would get if they accomplished x by killing everything in sight and give them some or all of that for finding a non-homicidal alternative.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
My players are all new so I've been leveling them up together when it's reasonable story wise. Helps to keep the newbs on the same page and gives us time to hash out what they are doing without slowing down everyone else too much.
After they get used to leveling I'm still going to be going story based, just don't like giving out murder points. Much rather give them the option to solve anything they come across anyway they'd like instead of feeling like they have to keep up with the most blood thirsty of the group.
Only playing occasionally, I am going with awarding levels after each main story or adventure unless it was totally botched.I try to get away from numbers where possible to keep things flowing.
ive found that story/milestone leveling is not only more fun for players but also alot easier on me as a dm so i dont have to keep track of xp and all that. its also alot easier for my players to know how close they are to leveling up, it eliminates the constant "when are we leveling up?" questions
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
My players are all new so I've been leveling them up together when it's reasonable story wise. Helps to keep the newbs on the same page and gives us time to hash out what they are doing without slowing down everyone else too much.
After they get used to leveling I'm still going to be going story based, just don't like giving out murder points. Much rather give them the option to solve anything they come across anyway they'd like instead of feeling like they have to keep up with the most blood thirsty of the group.
Only playing occasionally, I am going with awarding levels after each main story or adventure unless it was totally botched.I try to get away from numbers where possible to keep things flowing.
I just give them milestones for fights and whenever feels appropriate
ive found that story/milestone leveling is not only more fun for players but also alot easier on me as a dm so i dont have to keep track of xp and all that. its also alot easier for my players to know how close they are to leveling up, it eliminates the constant "when are we leveling up?" questions