Total non-DnD approach. I like to give XP for missed rolls. Kind of like real life, you learn by making mistakes. That's how you get better. Plus it gives players something to feel good about when they hit, or when they miss.
I just have players tabulate how many misses they have, then when they hit a threshold they level up!
Makes it so much easier. And it makes sense. Something I borrowed and adapted from Apocalypse Engine games.
If a player is just rolling too well, I also will level them up according to the milestone approach: at the completion of a major story element (if it seems an appropriate amount of time and adventuring has happened..).
4
Total non-DnD approach. I like to give XP for missed rolls. Kind of like real life, you learn by making mistakes. That's how you get better. Plus it gives players something to feel good about when they hit, or when they miss.
I just have players tabulate how many misses they have, then when they hit a threshold they level up!
Makes it so much easier. And it makes sense. Something I borrowed and adapted from Apocalypse Engine games.
If a player is just rolling too well, I also will level them up according to the milestone approach: at the completion of a major story element (if it seems an appropriate amount of time and adventuring has happened..).