The
Dungeon Master's Guide suggests two systems when it comes to gaining
levels and developing characters. There are experience points and
there are milestones.
A problem
The
old XP model is a classic and I think it comes naturally to most
players. Defeat a monster, save the prince or disable a trap and gain
an amount of XP that corresponds to the difficulty of the task. Gain enough and you will eventually get over the next level threshold. However, I think that 5th
edition’s worst rule is the encounter building and XP budget
system. In it, the character’s levels define a set number of XP to
gain each day. It scales according to monster challenge rating and
number of individuals in an encounter. Trying to figure out a
well-balanced fight is a chore which involves cross-referencing two
or more tables.
Furthermore,
the XP system in a table RPG poses several questions. For example,
what exactly happens when you gain a level and how can you reach such
insights that you are suddenly twice as powerful and equipped with a
new set of abilities in the middle of a fight? What about that last,
killing hit taught you all of that? Where/when do players gain
levels, how does experience work on a psychological level and why are
players rewarded when going on killing sprees?
A solution
Thankfully,
the Hoard of the Dragon Queen campaign solves some of these issues by
being written over several episodes, each a milestone in itself. Me
and my group assumes that characters reflect on their experiences,
talk to other characters and evolve their skillsets outside the game.
This way, we start (or end) each session by levelling all the
characters at the same time so that each player gets some DM time to
talk about their character and new skills, not to mention that I get
the opportunity to take notes.
As a
side effect, I’ve noticed that my players are not so prone on
killing or even engaging every foe they meet. They know that they
will get a large reward at the session’s end if they survive and
solve the mission(s) as well as smaller inspiration rewards if they play
according to their character. As such, it is suddenly profitable to
sneak around the Roper, teleport out of harm's way or setting up
elaborate hit-and-run tactics.
I
like the milestone rule and I think it is great for episodic
adventures. The milestone doesn’t have to be the end of a session
though, you may treat each successful return to the tavern a
milestone, if it fits you better. Plus, it will also be much easier for you to
plan or quickly make up encounters as you will only have to worry about
party size and level.
From
5th
edition on, I am happy to leave experience points to the digital games.
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