Monthly Archives: November 2019

Multi-speed leveling – Example

What would different XP tracks look like in practice?

My last blog post looked at the idea of having characters level at different rates. I called this asymmetric at the time, but I’m not sure that’s quite right. I mean, they’re all getting XP for the same things, so it’s not truly asymmetry – it’s just they advance at different speeds.

I thought I’d throw out a worked example, to show what it might look like.

Take the D&D5 campaign, Curse of Strahd. The rear blurb announces this is for character levels 1-10. I immediately decide this means, by the end of the adventure:

  • Adventurers will be around level 10
  • Farmboys will reach level 12
  • Veterans will reach level 9
  • All characters will be equal level around level 7

So I create an XP table with the following key points in place

Adventurer Farmboy Veteran
1 0
2 300
3 900
4 2,700
5 6,500
6 14,000
7 23,000 23,000 23,000
8 34,000
9 48,000 64,000
10 64,000
11
12 64,000

Then, it’s a relatively simple job of filling in the blanks. First I make a couple of general assumptions:

  • I want Veterans to start at level 3, and to be ahead of the Adventurers at every level up til they hit 7 together.
  • I want Farmboys to be around 1.5 levels behind Adventurers until 4th level, and to have a fairly even progression throughout
  • I can broadly split the difference for Veteran level 8
  • I want to share as few leveling milestones as possible, to increase the chance of characters leveling at different times (and sharing the joy this brings!)

Using those two assumptions, my modified table now looks like this:

Adventurer Farmboy Veteran
1 0
2 300 1,000
3 900 3,000 0
4 2,700 6,000 600
5 6,500 10,000 2,000
6 14,000 15,000 8,000
7 23,000 23,000 23,000
8 34,000 29,000 42,000
9 48,000 36,000 64,000
10 64,000 44,000
11 53,000
12 64,000

Basically, the farmboy has progression increase by just 1k per level, with 2,000XP from 2nd to 3rd, 3,000 from 3rd to 4th. It takes a slight jump in the middle, to align with my desired parity level at 7th, but then resumes at 6,000 for 8th, 7,000 for 9th and jumps slightly at the end with 11,000XP for 11th to 12.

Other Considerations: Hit Points and Death Saves

As I said before, probably the main difference between levels if you’re not a spell-caster is just the number of hit points you have.  I suggested you might tweak Death saves to even this out, but I think you can do a bit more than that just to even things out.

  • Farmboy: you have to fail on 4 Death Saves to be killed. However, after the parity point, you get -2 HP per level
  • Veteran: you have to fail on 2 Death saves to be killed. However, after the parity point, you get +3 HP per level.

I’m sure you could do a lot more to tweak this further, including reducing the number of skills Farmboys start with and even tinkering with Hit Dice. But for me, this does enough to make things interesting without introducing too many new rules (and possible imbalances!)

Asymmetrical D&D Parties

I knocked this up quickly this morning on Twitter, and decided I felt so strongly about it, I’d drop it into a quick blog post as well.

The party is the core of most Fantasy RPGs. While I understand there are some people who hate the idea that someone in the party is more “powerful” than them, modern RPG thought tends to lean more on ensuring everyone can contribute *something*, everyone has a clear niche and that one player or character isn’t completely over-shadowing the rest. As long as you do this, mixed power levels work fine (just look at the Avengers).

For me, AD&D’s asymmetrical party was a feature, not a flaw, and allowed different PCs to shine at different times. How could you introduce that into the likes of D&D5e without completely messing it all up? Here are some thoughts:

  1. Make sure the combined party level averages out to suit the adventure. A group of adventurers of L3, L4, L5, L6, L6 should be fine for an adventure targeted at 5th level PCs
  2. Probably don’t vary by more than a couple of levels. While asymmetry is cool, you don’t want the lower level PC to be totally ineffective and/or vulnerable to insta-kills. Having said, playing a single session as a Level 1 character hiding at the back could be a fun roleplaying opportunity!
  3. I’d build asymmetry into the structure of the game, so everyone knows what they’re getting into. Think about the planned leveling arc of your campaign. Note the maximum level you expect characters to reach. Create 3 XP/milestone tracks:
    1. Farmboy goes slower at first, but accelerates, reaching Max+2 by end of campaign
    2. Veteran goes faster (maybe starts a level or two higher) but gains much slower, ending at Max -2 by end of campaign
    3. Adventurer progresses normally.
  4. Ask players which XP track they want to use for their character. You may need to negotiate a bit to get the right mix OR…
  5. Apply the XP tracks to specific classes, not PCs. Maybe every Wizard is on the Farmboy track. Maybe every Paladin is a Veteran. That can really add some campaign world flavour, reinforcing the fact that, e.g., the most powerful individuals in Tolkienripoffia are all Rangers

This model ought to work really well in D&D 5e, because of how the mathematics of the game have been structured. While HP and special abilities do advance quickly, basic competence and Armor Class are fairly static. So a lower level character will have reduced damage output, but their chance to hit and skills will rarely be more than a point or two different to their higher level colleagues. (indeed, one might argue this is the greatest flaw in my proposal – in 5e, for non-spellcasting classes, the only real difference is just the PC dying quicker)

And while this is ideally geared towards a full campaign, there’s no reason the approach can’t be taken in shorter adventures. E.g. in a 3-4 session one-shot, the Farmboy levels up every session, the Adventurer levels in session 3, Veteran never does.

Addendum: Death Saves

Quick extra thought. The XP track could also influence the Death Saves. The Farmboy needs 4 unsuccessful death saves to die; the Veteran only 2.Provides a bit of balance to the disparity in HP, and highlights that the Farmboy is destined for greater things, whereas the Veteran, who has been there and done it, feels the inevitable fate drawing ever closer…