Saelune said:
Ugh, Im so lazy when it comes to quoting...
LAZY HIPSTER SLACKER!!!
Saelune said:
Anyways. 5x per hour? What is the scale in that game? I assume its alot smaller than DnD 5E, cause 5xp is basically kicking a rock really well. (The lowest challange rating of 0 still gives 10xp)
Well, like I said, the system doesn't use levels, it uses skills and talents to represent progression. Think of it sort of like skill trees in a game like WoW, where you buy 1 talent, which links to other talents, that you can then buy, that link to others, etc. The talents building off each other to make you very effective and specialized in a handful of scenarios. Instead of costing a skill point from a level up, it's simply an exp cost. The first tier talents cost 5-10xp, tier 2 are usually 10-15xp, etc, down to the bottom tier (5th), which are usually 25-30xp. You also have skills (ranged light, unarmed, computers, charm, diplomacy, etc), and they have a 5 dot progression system, similar to the World of Darkness system if you know that system. Those cost increasingly more xp, 5xp for the first rank, 10 for the 2nd, etc. So the system, like i said, doesn't really translate well for a D20 system.
Saelune said:
As for my group, well, I am the RP person. I honestly dont care for combat too much...in anything really. Its part of why I DM more, cause atleast I can RP the combat, cause they do like combat way more than me. I am fine with the speed of things, but they might not be, and it usually helps for the whole group to have fun, not just some. Though easier said than done.
Then see my above comment about asking them. It's a group effort, and a group dynamic. Ask them if they are comfortable with the progression rate. If they say yes, then your feeling that it's not going fast enough is all in your head, and you can just ignore it.
Saelune said:
I want to give out RP xp, but I want it to be balanced with 5e.
Why is this important? To keep it balanced? It's your game, run it how you like. Change whatever rules you want if it improves the gaming experience for the party. And exactly what do you mean by "keep it balanced"? Balanced in what context? The CR for the encounters? Well, if they are leveling so fast you think they will steamroll the creatures you pit them against, throw tougher creatures at them. xD I mean, in the end, how much exp they get doesn't impact your CR, until they level up again. So you always have specific tiers of difficulty you can predict. A lvl 8 PC with 1 more xp point above the minimum to be lvl 8, is just as lethal as a lvl 8 PC who is only 1xp
short of being lvl 9, so how quickly the progress really only impacts how often you need to beef up your encounter tables.
Saelune said:
In 3.5 I gave RP xp all the time, but again, I gave out xp far too freely then.
You've said this twice now, the "too freely" thing, as if you were breaking some rule or something. Who says you gave it out too freely? Why is this a bad thing to give out RP xp? Did the overall gaming experience improve for everyone involved? Seriously, what negative effect happened from you being a generous GM? I fail to see how this is a problem in any capacity. The only person whose opinion matters about that is yours, as the GM. And if you feel that you were too generous, I mean, ok? Fine? But if you didn't mind how quickly they advanced, then where is the harm? I just, really don't see a problem in giving out xp if nobody is being negatively impacted, especially not xp specifically rewarded to encourage roleplay and enriching the story. To me, that's a win win no matter how you slice it.
Saelune said:
I need to determine a way to apply challenge ratings to RP, to use that, but Im not sure what a good measurement of that would be. (Since you havent played 5th, Im not expecting you to have an answer)
Well, if you don't want to give out XP, but you want to reward them for roleplaying, give them something else. Give them some bonus action on the next session. Perhaps the Face character for the party, did a really impressive scam on someone, getting the party in and out of a situation with minimal risk and danger, and did so with flair and panache! Great! Next session, give him some "get out of jail free" reward, above and beyond the rules. Perhaps he gets to reroll any one social roll, regardless of having any ability to do so regularly, perhaps in the form of some one use magic item that he can keep and use later. Or perhaps, let him earn the favor of the local magistrate, since he spearheaded the rescue attempt of the magistrate's son, so now, they have the support of the local law enforcement while in that city. They can go to them and ask for information, or perhaps ask for work, the guards always have more cases than they can handle, and would be more than happy to pay the current favored adventurers to deal with some of these unsolved mysteries (read: plot hooks), etc. Perhaps give them a title that gives them privileges in town, etc. You get the idea.
Or maybe the Fighter, having suffered grievous injuries while he held the line against the bandits, so that the magistrate's son could be rescued, is given a knighthood, which gives him access to vassals, a steady flow of income, lands to govern, etc. Which, while great props for the player to brag about, but now you can introduce a whole subset of adventures, of him dealing with his new responsibilites.
So that's one idea, give them rewards that aren't mechanical, but narrative, but are juicy enough to be desired. Of course, if you're players are the typical murder hobos, and don't give a shit about any of that "roleplay stuff", and just want to kill things, then just give them some bonus xp or something. Maybe an additional 10% on top of the base amount of the encounter, if they did well. This isn't overly excessive, but is enough to warrant trying to improve every encounter.
I still don't know why you are limiting yourself to the progression of the 5.0 system, it's not like the Gaming Police will kick in your door and force you to not give them more than the minimum for the CR.