- Joined
- Aug 23, 2018
There's also different types of levels.if there are viable alternatives to the level/XP systems (and it sounds like there are a few) then I am interested for the sake of my players.
Sorry to keep bringing up Savage Worlds, but in that game every 4 levels is a tier of play. Best way I can think to describe it is power levels for super heroes. Daredevil isn't going to be fighting Galactus, and Superman isn't going to fighting purse snatchers. Savage Worlds gates feats by tier, which also sets the tone for what they mean. At Legendary tier, you can have groups of minions following you around, and can make enemies re-roll attacks. Meanwhile at notice tier, you can do things like hold your drink better than most or have a pet.
You can extend this with stalling tactics.if they don't get the XP/reward they feel entitled to, claim that the GM is unfairly stifling their progress.
I said one problem with Savage Worlds is people max out their combat skill then don't know what to do. To help combat this, I put a cap on skills at the start. When I house ruled a point buy system for Knave, I had caps at creation to stop people from putting all their points into strength or dex or wisdom.
I worry about being either too stingy or too generous with items, so I started using some advice I read somewhere of giving my players unusual consumables and situational items. Mechanically these are just potions and spell scrolls, but they are items. Like a golden statue that can make someone walk through stone once, then it disappears. That way they can use it to break 1 scene, or can just sell it if they lack imagination or really need the money. It's also unwieldy unlike a ring or scroll so it's not something they throw in a bag and forget.
A favourite was a coin that gave advantage on a roll, but the next two rolls would have disadvantage. Simple choice with simple consequences, but doesn't break the game.
These are clearly rewards, but they aren't the mechanical growth in power. But they require players who have imagination to use them.
Something I'm doing currently to fill out loot hordes with side grades so they're still finding new stuff, but it's not the straight up power creep of +1, +2, +3. etc
As for being unfair to your players. I've never really had a problem with this as long as I was up front. I even give my players some spoilers for co-operation, especially for one shots. "You'll be playing X, the scenario is Y, and you have to agree to person Zs demands."