5/31/2023 0 Comments Edge of the empire xp rewards![]() those are the sorts of things I want to encourage, and so they garner a bigger reward. Getting to the truth of a rumor, completing a prescribed task, discovering something new, finding treasure, etc. Didn't prevent the next murder? 200 xp each. Solved the mystery, and prevented the next murder? 300 xp each. Achievements could also be tied to more "story based" events, or for doing something particularly well. This varies by campaign, but in my sandbox game, it means discovering new locations of interest, and opening "vaults" which are just very difficult and dangerous places to get to, that also usually require a puzzle (sometimes requiring things from other locations) just to get into. I would also look at what things you want to encourage. be careful of the ratio 1 xp = 1 gp means they will be quite rich by level 3, and very rich by level 10 (good for campaigns with domains), while 1 xp per silver (in a gold economy), will mean they gain more levels, before becoming particularly wealthy. You can still use this with a gold economy if you want them to level faster. I also converted to a silver economy, and give 1 xp per 1 sp. If I want them to level quickly, then I don't divide the combat xp. The con to this method is when you have players that like to take off in a direction you did not plan for and have to scrap the planned out adventure which has happened to me many times. This method has some nice pros to it and one of them that leaped out at me was reduced bookwork since you would have already calculated the xp earned before hand and just assign it at the end of the adventure (or session if you go that route). One method I used and it worked out rather well is to assign a total xp for the adventure and when they complete it, give them the amount. You could drop the whole XP earned and go with the milestone leveling format which is the party achieves a goal and they all level up (not really recommended with this system as it nerfes some of the old school aspect. Could be a long list but it boils down to you deciding how fast you wish them to level up and how you want to do it. If the players choose to avoid or negate then combat aspect through RPing the award them for their creativity.Ģ: XP = Gold: I do not use that but that is my choice for my games.Ĥ,5, etc. This is the only reward that could potentially give you a card from a non-activated region.Don't forget that as a GM you can award XP in various ways.ġ:Defeating the encounter which does not mean defeating the monsters in combat only.These will only grant content for the corresponding region.While you'll earn different rewards at different times based on your activated region, the end of each road will see you well equipped to wage war with your chosen regions. ![]() Region Rewards include a variety of content. In total, while the rewards are region-focused, you’ll still unlock the same rewards by finishing each road. Each region has the same total rewards, even though they are given in a different order.For example, if you’re level 3 on Noxus, and you reach level 3 on Freljord, it requires the same XP to get to those points along the road.Regions will each have the same XP curve across each of their levels, so no region will be easier or harder than any other at any specific point.Earned XP is applied only towards the currently activated region (as well as the Weekly Vault, of course).Your progress through each region is tracked separately, so you can pick up right where you left off in one region if you choose to activate another. Cards can only come from a single region (so no neutral cards). Keep in mind, even if your deck is rocking two regions, you will activate only one region at a time.
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