Post by Mystic on Jan 29, 2008 19:44:32 GMT -5
Last night reminded me of why I was against limiting EXP.
(I will be using the boldface a lot to emphasize my point.)
Right now, I don't care about the high levels. It's the low levels I'm concerned about.
Concern #1
This is what the "Sub-GM Limitations FTW" thread says.
This is what the "Sub-GM Boss and Minion Creation 101" in the GM Info area says.
This, including all that was said in IRC (Which was basically, level up rarely. Low EXP, and so on), makes things very confusing.
But as I said, I don't care about the high level characters, I care about the low levels. More specifically, starting characters.
We all have low level characters that we use for sub-GM plots. Therefore some of us tend to not care much about EXP since we already have high level characters.
But then you have your people that are just starting, and there for have no high level characters at all.
Then you have your people that have balanced characters and don't stat dump in one particular stat, thus making them have to rely on level ups to better themselves. This is a personal thing that hits me quite well since I have three characters that are currently like that.
We, GM or Sub-GM otherwise, have a duty when knowing that someone needs to level-up. Starting characters fall into this category quite well. Characters don't like feeling worthless. I know I don't like feeling worthless, and I know many people in the channel that dislike feeling worthless all the same.
Solution? Starting characters get a reasonable EXP bonus, and this goes for Originals, Heroes, and Villains alike.
Characters need to feel welcome. If they just fought enemies 20 levels higher than them, they need some damn EXP. So take it into consideration.
(P.S.: Don't get me started on my problems with consolation by Treasure.)
(I will be using the boldface a lot to emphasize my point.)
Right now, I don't care about the high levels. It's the low levels I'm concerned about.
Concern #1
These are the absolute maximum XP rewards allowed, in tiers. These tiers may change as people grow stronger in the future, but it shouldn't be a problem for a while at least.
LEVELS 1-10 - 9000 XP
LEVELS 11-20 - 4500 XP
LEVELS 21-30 - 2000 XP
If the XP gain is enough to knock someone into the next higher tier, divide the remaining XP in half
EX: Level 9 character gains 9000 XP. 2000 XP is enough to take them into the next tier. 9000 - 2000 = 7000, 7000/2 = 3500. They gain 3500 EXP after attaining level 11, or simply put, gain 5500 XP total.
Level 4 character gains 9000 XP. 7000 XP is enough to hit the next tier. 9000-7000=2000, 2000/2 = 1000, so 1000 is gained after attaining level 11, or more simply, 8000 is gained in total.
Level 20 character gains 3000 XP. 1000 XP is enough to hit the next tier. 3000-1000 = 2000, 2000/2 = 1000, so 1000 is gained after attaining level 21. Or more simply, 2000 XP is gained total.
LEVELS 1-10 - 9000 XP
LEVELS 11-20 - 4500 XP
LEVELS 21-30 - 2000 XP
If the XP gain is enough to knock someone into the next higher tier, divide the remaining XP in half
EX: Level 9 character gains 9000 XP. 2000 XP is enough to take them into the next tier. 9000 - 2000 = 7000, 7000/2 = 3500. They gain 3500 EXP after attaining level 11, or simply put, gain 5500 XP total.
Level 4 character gains 9000 XP. 7000 XP is enough to hit the next tier. 9000-7000=2000, 2000/2 = 1000, so 1000 is gained after attaining level 11, or more simply, 8000 is gained in total.
Level 20 character gains 3000 XP. 1000 XP is enough to hit the next tier. 3000-1000 = 2000, 2000/2 = 1000, so 1000 is gained after attaining level 21. Or more simply, 2000 XP is gained total.
This is what the "Sub-GM Limitations FTW" thread says.
Be VERY careful with EXP you give out, especially if you GM frequently. Giving out too much too quickly slows down the main story, as Gradius has to keep updating sheets. Instead, compensate with treasure.
This is what the "Sub-GM Boss and Minion Creation 101" in the GM Info area says.
This, including all that was said in IRC (Which was basically, level up rarely. Low EXP, and so on), makes things very confusing.
But as I said, I don't care about the high level characters, I care about the low levels. More specifically, starting characters.
We all have low level characters that we use for sub-GM plots. Therefore some of us tend to not care much about EXP since we already have high level characters.
But then you have your people that are just starting, and there for have no high level characters at all.
Then you have your people that have balanced characters and don't stat dump in one particular stat, thus making them have to rely on level ups to better themselves. This is a personal thing that hits me quite well since I have three characters that are currently like that.
We, GM or Sub-GM otherwise, have a duty when knowing that someone needs to level-up. Starting characters fall into this category quite well. Characters don't like feeling worthless. I know I don't like feeling worthless, and I know many people in the channel that dislike feeling worthless all the same.
Solution? Starting characters get a reasonable EXP bonus, and this goes for Originals, Heroes, and Villains alike.
Characters need to feel welcome. If they just fought enemies 20 levels higher than them, they need some damn EXP. So take it into consideration.
(P.S.: Don't get me started on my problems with consolation by Treasure.)