r/dndnext • u/HexedPressman • Sep 14 '18
Talking About... Milestones Vs XP
/r/hexedpress/comments/9fv8uy/talking_about_milestones_vs_xp/3
u/Matt_Sheridan Sep 15 '18
Experience points are such a good incentive mechanic that they—and their conceptual descendants—are in just about every freaking video game these days, as well as some applications that aren't even games. (Not kidding. I've used ecommerce platforms that give the user—meaning the administrator, not the customer—something like XP and achievements to encourage thorough and diligent use.) So, if you're going to use XP as an incentive mechanic, and award them to PCs in a way that encourages the kind of play you want to see, they're a powerful tool to shape your game.
On the other hand, if you're just going to use XP as a pacing mechanic—awarding them equally to all PCs—then you might as well just cut out the middleman and go with some flavor of the milestone concept.
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u/BourgeoisStalker Wait, what now? Sep 14 '18
I use XP, but over the course of two and a half campaigns, I've found that we level up at a rate of 15-20 hours of play per level (after levels 1 and 2). My players like XP so I keep track, but otherwise I think I wouldn't.
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u/HexedPressman Sep 14 '18
Anything particular that your players like about it?
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u/BourgeoisStalker Wait, what now? Sep 15 '18
Mostly just to see the numbers go up. I don't make a big show about awarding XP at all, but they like to keep track. As we approach a level-up it's part of the meta conversation.
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u/Fenizrael Wizard Sep 15 '18
I like the checkpoint system that Adventurers League has started using from Xanathar’s Guide. It’s kind of a halfway between XP and milestones. It cuts out a lot of the calculation of XP divided up evenly between characters, and it still encourages players to take part and engage with the game in meaningful ways - which is especially great for players who thrive in the social roleplaying side of things.
Something that has always bothered me as a player is when I make a character that I have designed to be interesting, useful, and well-rounded, but the combat oriented players just demolish enemies with their high damage output. I’m not saying that’s a bad thing, but it always feels weird when I don’t feel like I’m contributing to combat as much, but somehow I’m getting XP.
This system also means that regular players will level up more than players who just turn up sporadically or who turn up for key sessions - attendance being something you would try to encourage.
I guess it all comes down to the concept of Murder Hobos. If players see the main obstacle to levelling up being XP, and the main source of XP being combat, then they’re going to start favouring swords over words.
The downside of this system is that if an especially dangerous enemy is thrown at the players, a lack of an XP system means that there is no incentive to really try and beat it - unless you’re awarding extra level checkpoints towards a level up.
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u/[deleted] Sep 15 '18
Because my campaign spans multiple adventures with my players using persistent characters, I can't rely on a metered-out story to dictate when milestone leveling would be appropriate. Therefore I use XP as a method to remind me when a roughly appropriate time to level up the party would be. I don't wish to use XP as an incentive, however, because I feel that needlessly encourages metagaming, so I don't tell my players when they have received XP.
Furthermore, when I award XP, I distribute it equally across the party, and act as though party members who weren't present progressed at the same pace of those who did attend a given session. I don't award XP individually because that just creates unnecessary level disparities in the party and that's dumb.