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(Created page with "__NOAUTOLINKS__ Like most TTRPGs, MythCraft campaigns involve the heroes getting better over time. Each time a character gains a level, they gain more HP, an additional Attribute Point, and a new Talent. But when should heroes level up? == Milestone Progression == Given MythCraft’s focus on compelling narratives, milestone progression is the ideal method to use when determining if characters should level up. Using this method, when the heroes have achieved a notable m...") |
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Like most TTRPGs, MythCraft campaigns involve the heroes getting better over time. Each time a character gains a level, they gain more HP, an additional Attribute Point, and a new | |||
Like most TTRPGs, MythCraft campaigns involve the heroes getting better over time. Each time a character gains a level, they gain more HP, an additional Attribute Point, and a new talent. But when should heroes level up? | |||
== Milestone Progression == | == Milestone Progression == | ||
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Many days and weeks in the life of a hero may pass uneventfully. Traveling from one city to another along well-worn pathways in a safe kingdom is likely to produce no noteworthy adventures, and such journeys can be quickly narrated with a brief montage. | Many days and weeks in the life of a hero may pass uneventfully. Traveling from one city to another along well-worn pathways in a safe kingdom is likely to produce no noteworthy adventures, and such journeys can be quickly narrated with a brief montage. | ||
Other days in an adventurer’s life are riddled with challenges. A day at court may have several social encounters, while a day in the wilderness might have multiple combat and exploration encounters. Some days, such as exploring populated dungeons or investigating crimes in a violent city, may have | Other days in an adventurer’s life are riddled with challenges. A day at court may have several social encounters, while a day in the wilderness might have multiple combat and exploration encounters. Some days, such as exploring populated dungeons or investigating crimes in a violent city, may have all three major types of encounters. | ||
Whether you use Milestone or XP progression, you can use this guideline to make adventures challenging for your heroes. On average, a day that poses a legitimate challenge to the adventuring party should have 4-6 encounters of medium difficulty, or 2-4 medium encounters and 1-2 difficult or deadly ones. | Whether you use Milestone or XP progression, you can use this guideline to make adventures challenging for your heroes. On average, a day that poses a legitimate challenge to the adventuring party should have 4-6 encounters of medium difficulty, or 2-4 medium encounters and 1-2 difficult or deadly ones. | ||
Adventuring days that punish heroes with Fatigue make the following day quite challenging | Adventuring days that punish heroes with Fatigue make the following day quite challenging as well, so factor this in when determining how many encounters to present to your party.</blockquote> | ||
== Experience Points == | == Experience Points == | ||
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Heroes gain Experience Points (XP) when they achieve certain feats, such as winning a fight (or avoiding one), negotiating with an influential figure, or exploring a new locale, among other situations. | Heroes gain Experience Points (XP) when they achieve certain feats, such as winning a fight (or avoiding one), negotiating with an influential figure, or exploring a new locale, among other situations. | ||
After each game session, add up the total XP that your party earned by consulting the tables | After each game session, add up the total XP that your party earned by consulting the following tables. Divide that total XP by the number of heroes; each hero gains XP equal to the quotient.<blockquote>'''Optional Rule: Epic Heroism''' | ||
If you use XP to level your heroes up, consider using either variant of this optional rule. It will encourage your players to go above and beyond in their combat strategy and roleplaying efforts. | If you use XP to level your heroes up, consider using either variant of this optional rule. It will encourage your players to go above and beyond in their combat strategy and roleplaying efforts. | ||
Variant 1: When a hero does something truly remarkable in combat or a social encounter, award that hero 20 additional XP. | '''Variant 1:''' When a hero does something truly remarkable in combat or a social encounter, award that hero 20 additional XP. | ||
Variant 2: When a hero acts remarkably in combat or a social encounter, award all heroes in the party 10 additional XP.</blockquote>When consulting this table, remember that “winning” an encounter could be achieved by circumventing the encounter altogether. If the heroes are confronted with a difficult combat encounter but manage to resolve it by negotiating with their foes, they should still be awarded full XP as though they won the encounter. | '''Variant 2:''' When a hero acts remarkably in combat or a social encounter, award all heroes in the party 10 additional XP.</blockquote>When consulting this table, remember that “winning” an encounter could be achieved by circumventing the encounter altogether. If the heroes are confronted with a difficult combat encounter but manage to resolve it by negotiating with their foes, they should still be awarded full XP as though they won the encounter. | ||
The same amount of XP should be awarded for overcoming any kind of encounter: combat, exploration, social, or something that falls in between these three broad categories. | The same amount of XP should be awarded for overcoming any kind of encounter: combat, exploration, social, or something that falls in between these three broad categories. | ||