Hi! I'm writing this at 2am with a thought in mind...
You know the "exponential" rule on experience points during a combat? (I'm sure other DMs know) in which you multiply the EXP depending on the amount of enemies killed/neutralized/dealt with?
My idea is, giving the combat exp ONLY at the beginning of a short or long rest... but with a twist.
This exp homeb rule implies and includes:
-You can only receive exp by beginning a long or short rest, and level up at a long one.
-All exp and enemy count accumulates until you take a rest, basically giving an extra EXP reward for a player group which takes more risks (I myself run small amount of encounters, that are meaningful to the story and are also challenging) (random encounters are mostly generic and meaningless)
This may mitigate "oh let's take a short break after every single minor encounter" kind of player thinking, without being a punishment (no one likes that).
It is a good EXP boost, but many DnD not homebreed monsters... give an absurdly low exp (ex: 25 exp per monster, but you need 8,000 to level up to lvl7 or something like that)
Many of this ideas may be reserved for other discussions, but for now, I'm going to implement this instead of giving the exp directly after the encounter, sounds challenging and gives a good reason for players to take fewer rests.
How do you implement exp in your games?
Give more exp per enemy? a higher exp multiplier on count?... maybe straight up fixed exp reward for a mission? or just ignore it and do milestones?
Hi! I'm writing this at 2am with a thought in mind...
You know the "exponential" rule on experience points during a combat? (I'm sure other DMs know) in which you multiply the EXP depending on the amount of enemies killed/neutralized/dealt with?
My idea is, giving the combat exp ONLY at the beginning of a short or long rest... but with a twist.
This exp homeb rule implies and includes:
-You can only receive exp by beginning a long or short rest, and level up at a long one.
-All exp and enemy count accumulates until you take a rest, basically giving an extra EXP reward for a player group which takes more risks (I myself run small amount of encounters, that are meaningful to the story and are also challenging) (random encounters are mostly generic and meaningless)
This may mitigate "oh let's take a short break after every single minor encounter" kind of player thinking, without being a punishment (no one likes that).
It is a good EXP boost, but many DnD not homebreed monsters... give an absurdly low exp (ex: 25 exp per monster, but you need 8,000 to level up to lvl7 or something like that)
Many of this ideas may be reserved for other discussions, but for now, I'm going to implement this instead of giving the exp directly after the encounter, sounds challenging and gives a good reason for players to take fewer rests.
How do you implement exp in your games?
Give more exp per enemy? a higher exp multiplier on count?... maybe straight up fixed exp reward for a mission? or just ignore it and do milestones?
I do a mix of xp and milestone, I use Mark Hulmes' xp progression. But I only allow level ups during a long rest in a town/city/safe location.