Vorpalbob
2011-09-13, 11:12 PM
I recently had the idea to start playing D&D during our lunch period at school.* As we really don't have time for real in-depth storytelling (by the time we set up we have about 45 minutes), we're planning on just handing out the character sheets, drawing up a room, and fighting whatever monster(s) or other enemies the DM (me) chooses to throw at them.
The players (there are currently three, but that number could grow) seem to be fine with this lack of depth, and are happy just killing things on their lunch hour.
What I need help with is the format for these sessions, mainly how experience and rewards will be handled.
Due to the fact that these are just fights, and not full adventures, I'm want to put a lot of thought into the rewards process to make sure there is character balance. Thus, I have three ideas for handling this, please tell me which you think would work best:
1. Equal Shares
At the end of the fight, the XP and gold are divided equally among all players regardless of their status (alive or dead). This will be the most balanced approach, and will ensure all characters are equal, at least in terms of level. My concern is perhaps some players becoming upset if another player, who either died early or was generally ineffective, receives an equal share as their character who worked hard for the victory.
2. My Kill, My XP
Basically what it says on the tin. Characters will receive gold and XP only for monsters they personally kill, and split rewards for team efforts. I can see this working in fights against a lot of weak enemies, and will encourage bolder play styles. However, it could also lead to one or two players greatly overshadowing the rest of the party.
3. Survivalist
Now, part of the fun for me in these games will be trying to kill as many players as I can, without causing a TPK. Using this style of rewards management, players will receive a share of the spoils only for monsters killed before they themselves die, if they do. This will encourage much more thoughtful, cautious play, and the players will really try to work as a unit to keep everyone alive. However, there is the possibility of players trying to sacrifice others to increase their own share.
One more thing: If players die, and none of them are capable of casting a resurrection, should I force them to pay for such a spell? If so, should the cost be at a discount?
Thanks in advance!
*or more accurately, the alternative school down the street that my band's bassist attends. All the cool people are there.
The players (there are currently three, but that number could grow) seem to be fine with this lack of depth, and are happy just killing things on their lunch hour.
What I need help with is the format for these sessions, mainly how experience and rewards will be handled.
Due to the fact that these are just fights, and not full adventures, I'm want to put a lot of thought into the rewards process to make sure there is character balance. Thus, I have three ideas for handling this, please tell me which you think would work best:
1. Equal Shares
At the end of the fight, the XP and gold are divided equally among all players regardless of their status (alive or dead). This will be the most balanced approach, and will ensure all characters are equal, at least in terms of level. My concern is perhaps some players becoming upset if another player, who either died early or was generally ineffective, receives an equal share as their character who worked hard for the victory.
2. My Kill, My XP
Basically what it says on the tin. Characters will receive gold and XP only for monsters they personally kill, and split rewards for team efforts. I can see this working in fights against a lot of weak enemies, and will encourage bolder play styles. However, it could also lead to one or two players greatly overshadowing the rest of the party.
3. Survivalist
Now, part of the fun for me in these games will be trying to kill as many players as I can, without causing a TPK. Using this style of rewards management, players will receive a share of the spoils only for monsters killed before they themselves die, if they do. This will encourage much more thoughtful, cautious play, and the players will really try to work as a unit to keep everyone alive. However, there is the possibility of players trying to sacrifice others to increase their own share.
One more thing: If players die, and none of them are capable of casting a resurrection, should I force them to pay for such a spell? If so, should the cost be at a discount?
Thanks in advance!
*or more accurately, the alternative school down the street that my band's bassist attends. All the cool people are there.