THM wrote:IMO, it would be so complicated that in the end it would end up being "whatever the DM damn well feels like" when all was said and done.
Is that really so bad though? The unified computer-game style of XP rewards from 3rd edition was interesting only in that it was the first such system that worked at all. I mean, does anyone remember the official rules for AD&D where you got 1 XP for every GP you recovered from dungeons? If you actually attempted to institute those rules the game went into crazy town pretty much instantly when you started rolling on the gems chart (each Gnoll is quite likely to personally have 1-4 gems, making them the best risk/XP source in the game).
The current 3rd edition system is remarkable in that it works well enough that people don't instantly throw it out the window - but only just. After all, just because it doesn't immediately cause the game to collapse into a singularity when used, doesn't mean it's a good idea. How many people do you hear complaining that people advance too quickly (or that they have too much power, or that characters have too many abilities, all of which are really exactly the same thing)? How many people find that character advancement is too slow?
As long as all of the players are getting XP and levels at the same rate, it absolutely doesn't matter how fast they are going up in level from the standpoint of
balance. You could be going up a level every session, or once a year, it's just not important from a balance point of view.
So who cares? For all I care, the players could simply write down how much XP they thought they deserved and everyone could get the average - it just doesn't make any difference. The only thing that really matters is
preference. That is, if characters advance too quickly they will have a difficult time appreciating (or even understanding) their abilities, and if characters advance too slowly they will feel frustrated by their perceived lack of advancement.
What the line actually is, will necessarily be in radically different places for different groups. That being said, why have XP
at all?
I'm serious about this. Since we dropped the idea that certain classes should be "inferior but advance faster", everyone is supposed to go up a level at the same time. That being said, why not just have everyone advance a level between "story arcs".
A story arc might be just a single session in games where rapid advancement is prized, or it might take several months of roleplaying in games where it is not. And that would be a decision made by each individual group. And it would completely drop one entirely useless, yet extremely long number off the character sheet.
-Username17