How do I handle milestones for levels? Unicorn Meta Zoo #1: Why another podcast? ...
Does Feeblemind produce an ongoing magical effect that can be dispelled?
"Rubric" as meaning "signature" or "personal mark" -- is this accepted usage?
Would reducing the reference voltage of an ADC have any effect on accuracy?
What to do with someone that cheated their way through university and a PhD program?
Is it acceptable to use working hours to read general interest books?
"My boss was furious with me and I have been fired" vs. "My boss was furious with me and I was fired"
Second order approximation of the loss function (Deep learning book, 7.33)
SQL Query not selecting all points that it should?
How would this chord from "Rocket Man" be analyzed?
What is "leading note" and what does it mean to "raise a note"?
Why did Israel vote against lifting the American embargo on Cuba?
c++ diamond problem - How to call base method only once
Does Mathematica have an implementation of the Poisson Binomial Distribution?
What is the ongoing value of the Kanban board to the developers as opposed to management
With indentation set to `0em`, when using a line break, there is still an indentation of a size of a space
Could moose/elk survive in the Amazon forest?
Error: Syntax error. Missing ')' for CASE Statement
Why is this method for solving linear equations systems using determinants works?
Additive group of local rings
Book with legacy programming code on a space ship that the main character hacks to escape
PIC mathematical operations weird problem
Is accepting an invalid credit card number a security issue?
My admission is revoked after accepting the admission offer
Why did C use the -> operator instead of reusing the . operator?
How do I handle milestones for levels?
Unicorn Meta Zoo #1: Why another podcast?
Announcing the arrival of Valued Associate #679: Cesar ManaraWhy does the experience-to-next-level not change between some levels?How much XP should you award if the encounter was not solved via battle?How should HD work with a Vampire template split across levels?How to handle a too nice DM?How do level adjustment and racial levels work?How do I handle the encounter difficulty for a three-sided battle?How to handle buying/selling prices from merchants?How do Hit Dice affect levels and level adjustment?When you lose levels, can you choose which levels are lost?How to handle levels when adding PCs between Lost Mine of Phandelver and Storm King's Thunder?What are the consequences of giving an ASI or feat every 4 character levels instead of every 4 class levels?Assign mini 'secret' quest to one of the party members?
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty{ margin-bottom:0;
}
$begingroup$
I understand the concept behind milestones, and what the DMG recommends. I was planning to use old fashioned XP-per-encounter for my campaign, but the more I read the more I prefer milestones.
My question is, how do I handle milestones in a sandbox setting? In a more linear story it is easier, as I have set points of the plot where the characters can level up. In a sandbox, however, players can ignore the main story line in favour of the smaller quests and villains, each of which is insignificant in the grand scheme of things. How do I handle milestones in this case?
An example to clarify
I would like to run a campaign where something big is happening in the world (e.g. gods are about to go to war, or 2 different nations). The PCs will be in that world and could possibly be involved in this overarching "incident". I, as DM, could throw something their way to incentivise them to get involved (e.g. they find something one of the sides is looking for), but they would be free to ignore it or follow their own backstories (while the overarching "incident" is moving along) and they can get involved later.
dnd-5e character-advancement new-gm character-levels
$endgroup$
|
show 1 more comment
$begingroup$
I understand the concept behind milestones, and what the DMG recommends. I was planning to use old fashioned XP-per-encounter for my campaign, but the more I read the more I prefer milestones.
My question is, how do I handle milestones in a sandbox setting? In a more linear story it is easier, as I have set points of the plot where the characters can level up. In a sandbox, however, players can ignore the main story line in favour of the smaller quests and villains, each of which is insignificant in the grand scheme of things. How do I handle milestones in this case?
An example to clarify
I would like to run a campaign where something big is happening in the world (e.g. gods are about to go to war, or 2 different nations). The PCs will be in that world and could possibly be involved in this overarching "incident". I, as DM, could throw something their way to incentivise them to get involved (e.g. they find something one of the sides is looking for), but they would be free to ignore it or follow their own backstories (while the overarching "incident" is moving along) and they can get involved later.
dnd-5e character-advancement new-gm character-levels
$endgroup$
3
$begingroup$
Remember, that there is a spectrum between railroad and sandbox. For example, in 100% pure hardcore sandbox there is no "main story line" at all ;) So could you describe in more details what kind of game are you planning? Where, on the spectrum, it is?
$endgroup$
– Mołot
11 hours ago
$begingroup$
@Mołot I added an example for clarification. Thanks, it was a good idea
$endgroup$
– Theo Scholiadis
11 hours ago
2
$begingroup$
What main story line? As an aside, and as a matter of form here - we don't signal edits. The edit history takes care of that. I know that on a lot of forums it is good netiquette to signal edits, but that isn't called for here.
$endgroup$
– KorvinStarmast
10 hours ago
$begingroup$
@KorvinStarmast by main story line I meant the overarching theme. Noted for the Edit. I will ensure my questions are laid out more clearly.
$endgroup$
– Theo Scholiadis
59 mins ago
$begingroup$
Looks like you are getting some answers, all is well.
$endgroup$
– KorvinStarmast
58 mins ago
|
show 1 more comment
$begingroup$
I understand the concept behind milestones, and what the DMG recommends. I was planning to use old fashioned XP-per-encounter for my campaign, but the more I read the more I prefer milestones.
My question is, how do I handle milestones in a sandbox setting? In a more linear story it is easier, as I have set points of the plot where the characters can level up. In a sandbox, however, players can ignore the main story line in favour of the smaller quests and villains, each of which is insignificant in the grand scheme of things. How do I handle milestones in this case?
An example to clarify
I would like to run a campaign where something big is happening in the world (e.g. gods are about to go to war, or 2 different nations). The PCs will be in that world and could possibly be involved in this overarching "incident". I, as DM, could throw something their way to incentivise them to get involved (e.g. they find something one of the sides is looking for), but they would be free to ignore it or follow their own backstories (while the overarching "incident" is moving along) and they can get involved later.
dnd-5e character-advancement new-gm character-levels
$endgroup$
I understand the concept behind milestones, and what the DMG recommends. I was planning to use old fashioned XP-per-encounter for my campaign, but the more I read the more I prefer milestones.
My question is, how do I handle milestones in a sandbox setting? In a more linear story it is easier, as I have set points of the plot where the characters can level up. In a sandbox, however, players can ignore the main story line in favour of the smaller quests and villains, each of which is insignificant in the grand scheme of things. How do I handle milestones in this case?
An example to clarify
I would like to run a campaign where something big is happening in the world (e.g. gods are about to go to war, or 2 different nations). The PCs will be in that world and could possibly be involved in this overarching "incident". I, as DM, could throw something their way to incentivise them to get involved (e.g. they find something one of the sides is looking for), but they would be free to ignore it or follow their own backstories (while the overarching "incident" is moving along) and they can get involved later.
dnd-5e character-advancement new-gm character-levels
dnd-5e character-advancement new-gm character-levels
edited 1 min ago
V2Blast
27.8k598169
27.8k598169
asked 11 hours ago
Theo ScholiadisTheo Scholiadis
2427
2427
3
$begingroup$
Remember, that there is a spectrum between railroad and sandbox. For example, in 100% pure hardcore sandbox there is no "main story line" at all ;) So could you describe in more details what kind of game are you planning? Where, on the spectrum, it is?
$endgroup$
– Mołot
11 hours ago
$begingroup$
@Mołot I added an example for clarification. Thanks, it was a good idea
$endgroup$
– Theo Scholiadis
11 hours ago
2
$begingroup$
What main story line? As an aside, and as a matter of form here - we don't signal edits. The edit history takes care of that. I know that on a lot of forums it is good netiquette to signal edits, but that isn't called for here.
$endgroup$
– KorvinStarmast
10 hours ago
$begingroup$
@KorvinStarmast by main story line I meant the overarching theme. Noted for the Edit. I will ensure my questions are laid out more clearly.
$endgroup$
– Theo Scholiadis
59 mins ago
$begingroup$
Looks like you are getting some answers, all is well.
$endgroup$
– KorvinStarmast
58 mins ago
|
show 1 more comment
3
$begingroup$
Remember, that there is a spectrum between railroad and sandbox. For example, in 100% pure hardcore sandbox there is no "main story line" at all ;) So could you describe in more details what kind of game are you planning? Where, on the spectrum, it is?
$endgroup$
– Mołot
11 hours ago
$begingroup$
@Mołot I added an example for clarification. Thanks, it was a good idea
$endgroup$
– Theo Scholiadis
11 hours ago
2
$begingroup$
What main story line? As an aside, and as a matter of form here - we don't signal edits. The edit history takes care of that. I know that on a lot of forums it is good netiquette to signal edits, but that isn't called for here.
$endgroup$
– KorvinStarmast
10 hours ago
$begingroup$
@KorvinStarmast by main story line I meant the overarching theme. Noted for the Edit. I will ensure my questions are laid out more clearly.
$endgroup$
– Theo Scholiadis
59 mins ago
$begingroup$
Looks like you are getting some answers, all is well.
$endgroup$
– KorvinStarmast
58 mins ago
3
3
$begingroup$
Remember, that there is a spectrum between railroad and sandbox. For example, in 100% pure hardcore sandbox there is no "main story line" at all ;) So could you describe in more details what kind of game are you planning? Where, on the spectrum, it is?
$endgroup$
– Mołot
11 hours ago
$begingroup$
Remember, that there is a spectrum between railroad and sandbox. For example, in 100% pure hardcore sandbox there is no "main story line" at all ;) So could you describe in more details what kind of game are you planning? Where, on the spectrum, it is?
$endgroup$
– Mołot
11 hours ago
$begingroup$
@Mołot I added an example for clarification. Thanks, it was a good idea
$endgroup$
– Theo Scholiadis
11 hours ago
$begingroup$
@Mołot I added an example for clarification. Thanks, it was a good idea
$endgroup$
– Theo Scholiadis
11 hours ago
2
2
$begingroup$
What main story line? As an aside, and as a matter of form here - we don't signal edits. The edit history takes care of that. I know that on a lot of forums it is good netiquette to signal edits, but that isn't called for here.
$endgroup$
– KorvinStarmast
10 hours ago
$begingroup$
What main story line? As an aside, and as a matter of form here - we don't signal edits. The edit history takes care of that. I know that on a lot of forums it is good netiquette to signal edits, but that isn't called for here.
$endgroup$
– KorvinStarmast
10 hours ago
$begingroup$
@KorvinStarmast by main story line I meant the overarching theme. Noted for the Edit. I will ensure my questions are laid out more clearly.
$endgroup$
– Theo Scholiadis
59 mins ago
$begingroup$
@KorvinStarmast by main story line I meant the overarching theme. Noted for the Edit. I will ensure my questions are laid out more clearly.
$endgroup$
– Theo Scholiadis
59 mins ago
$begingroup$
Looks like you are getting some answers, all is well.
$endgroup$
– KorvinStarmast
58 mins ago
$begingroup$
Looks like you are getting some answers, all is well.
$endgroup$
– KorvinStarmast
58 mins ago
|
show 1 more comment
3 Answers
3
active
oldest
votes
$begingroup$
Milestones began as road signs:
A milestone is one of a series of numbered markers placed along a road or boundary at intervals of one mile or occasionally, parts of a mile. Wikipedia
So they make no sense where there is no road to follow. In 100% sandbox without "main storyline" or "grand scheme of things", they make no sense.
In your game, there is main plot, so for "purists" it may not qualify as sandbox, but milestones may work.
I'm a DM in a game where there is grand scheme, and there is a lot of freedom for PC. Campaign books are doing a really good job by mixing XP system and milestone system. They do it by:
- Providing XP for achieving milestones
- Stating at some points that, for example, "PCs should be at least level 7 now"
If XP set for a milestone is not enough to get characters to level 7, I simply give them level 7. If it is enough and more, or if they are already at level 7 or above, I give them XP.
In theory there is a risk that they would get two levels, if they were still level 5 when they hit level 7 milestone. In practice, that never happened to us.
We are playing like that for two years now and we had no major issues.
This is a mix of rules found on page 261 of Dungeon Master Guide - XP for milestones follows up "Milestones" section, and "character should be level X" is more like "Level Advancement without XP" -> "Story-Based advancement" found there. So this is not RAW, but playable and gives progression similar to RAW ones.
$endgroup$
$begingroup$
I suppose that makes sense. Keep track of the XP normally, and bump them up a level as needed when they do something big?
$endgroup$
– Theo Scholiadis
11 hours ago
2
$begingroup$
@TheoScholiadis "and bump them up a level as needed when they do something big" - unless they are already high enough level that it wasn't that big for them anymore ;) That's how we do it, seems it is working.
$endgroup$
– Mołot
11 hours ago
$begingroup$
how would you handle finding the "go up a level" or "down a level" card in deck of many things? When I read about the cards, I was like... "maybe leave that item alone for now" lol
$endgroup$
– Theo Scholiadis
11 hours ago
1
$begingroup$
You're the GM, you can simply not give them the item
$endgroup$
– Pierre Cathé
11 hours ago
2
$begingroup$
Deck of Many Things is known to wreak havoc in many games. I'd rather not handle it at all unless I have to
$endgroup$
– Mołot
11 hours ago
|
show 3 more comments
$begingroup$
As a GM, you should always have a general understanding of what is going on in the world as well as what the party will do next. That does not mean you will be right 100% of the time, the party will sometimes veer off track, but there should always be some form of story.
D&D really is interactive story telling. As the GM, you set up this story and decide how PC's interaction affect the world and NPCs around them. When thinking about milestone experience, there are a couple things to consider:
- How big is the experience gap between level X and Y?
- How tough are the encounters?
Because you should have a general understanding of where the story is going most of the time, it should be easy to identify major story arches. What I usually do is determine major story points. Based on what would need to happen, I try to envision what it will take to complete that story arch. I can usually come up with a rough number for how many encounters what will take.
Just because the campaign is sandbox does not mean there is not main story and story arches. For instance, if the PCs decide they want to go investigate a cave where some miners have gone missing, that is a story arch. When you build story arch, you should have a general idea of how difficult it will be. That is usually enough to decide if they should get a level from that.
If you don't believe this story was enough for a level, come up with an xp number based on the encounters they did, then just keep a running total on your end. For every story they complete, give them xp until they level up.
$endgroup$
$begingroup$
But then, isn't that what normal XP is, just with a more variable level up point?
$endgroup$
– Theo Scholiadis
11 hours ago
3
$begingroup$
That's basically how milestone XP is calculate. If you buy pre-written campaigns like Curse Of Strahd which has a decent size sandbox section, you can tell they just calculated what they think a level should be based on the encounters. The main difference here is everyone always has the same XP. The running total you keep is really just to tell how close they are its not an "accurate number" of how much XP they actually got, its more like "this was worth about 1/4 of a level"
$endgroup$
– SaggingRufus
11 hours ago
$begingroup$
In a linear campaign with milestones, I saw them as what I need the PCs to be to enjoy the game from here on out.
$endgroup$
– Theo Scholiadis
11 hours ago
1
$begingroup$
This answer might be improved by citing game source material, for instance, the DMG section on XP (Chapter 8, under Experience Points).
$endgroup$
– Jack
10 hours ago
add a comment |
$begingroup$
I run a very sandboxed campaign, and I use a modified form of milestone XP. The thing is, as a DM, you can decide people level up at any time. For me, that's too much power and a lot to keep track of. In previous sandboxy games, I wound up with my players leveling up at completely random intervals, which satisfied neither myself or them. So, for this exact purpose, I came up with a modified milestone chart to keep track of them.
I did some amount of math and an awful lot of guessing, and came up with a table that was based on the XP leveling table, but, instead, was broken into how many sessions need to occur for each level. At no point will it take more than 8 sessions for the party to level up, simply because I felt that that was as long as my players would tolerate before getting restless.
Unfortunately, the markup used here doesn't appear to support tables, so here's a screenshot of what I came up with:

I found this by deciding that I wanted the trip from level one to level two should be 2 sessions, then went through and calculated the proportions of the XP needed for all the other levels to the XP needed to get from level one to level two. This left me with some egregious numbers, and, figuring that higher level enemies give higher XP, I pared everything down by a lot, while maintaining some of the same general ratios. As discussed in this question, the XP increases unevenly throughout the levels. In this answer to the same question, GMNoob reports that this was an intentional choice in the design of the game, so I've opted to maintain that aspect.
I have been running with this for nearly a year so far, and it's been going great. I prefer it over just choosing big moments, because sometimes those crop up very frequently and sometimes they crop up very rarely. It also simplifies the numbers, and gives me an easy way to reward extra "XP". For example, my party recently faced off against an encounter literally 3x the threshold for deadly for their level, and for their clever thinking to get out of it, I noted that they'll level up a session earlier than my chart says. This particular encounter was prompted by one player's backstory, but then the very next session, they dove into an equally in-depth adventure based in a different player's backstory-- so, by milestones, it gets sort of wibbly.
As you can probably guess from this anecdote, I'm running a sandbox where there's truly an ability for the players to end up in situations that they aren't of an appropriate level for, if they do dumb things, but I also have certain specific milestones when specific things become unlocked-- for my campaign, these are the levels highlighted in yellow.
This system, in my experience, has maintained the designer intent with the XP chart, while also allowing for some of the flexibility of milestones. Personally, I find it easier to deal with smaller numbers than larger ones, which means I can more easily say "This particular action is worth about 1/4th of a level" when I know that 1/4th of a level is precisely one session, for example.
$endgroup$
$begingroup$
I see where you're going with this. Makes sense and needs tweaking to be used for my campaign, but you gave me something to think about.
$endgroup$
– Theo Scholiadis
52 mins ago
$begingroup$
@TheoScholiadis Yeah, I figured it'd need fiddling with to fit specific campaigns, but I figured it might be useful!
$endgroup$
– Blue Caboose
36 mins ago
add a comment |
Your Answer
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "122"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
noCode: true, onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f146738%2fhow-do-i-handle-milestones-for-levels%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
Milestones began as road signs:
A milestone is one of a series of numbered markers placed along a road or boundary at intervals of one mile or occasionally, parts of a mile. Wikipedia
So they make no sense where there is no road to follow. In 100% sandbox without "main storyline" or "grand scheme of things", they make no sense.
In your game, there is main plot, so for "purists" it may not qualify as sandbox, but milestones may work.
I'm a DM in a game where there is grand scheme, and there is a lot of freedom for PC. Campaign books are doing a really good job by mixing XP system and milestone system. They do it by:
- Providing XP for achieving milestones
- Stating at some points that, for example, "PCs should be at least level 7 now"
If XP set for a milestone is not enough to get characters to level 7, I simply give them level 7. If it is enough and more, or if they are already at level 7 or above, I give them XP.
In theory there is a risk that they would get two levels, if they were still level 5 when they hit level 7 milestone. In practice, that never happened to us.
We are playing like that for two years now and we had no major issues.
This is a mix of rules found on page 261 of Dungeon Master Guide - XP for milestones follows up "Milestones" section, and "character should be level X" is more like "Level Advancement without XP" -> "Story-Based advancement" found there. So this is not RAW, but playable and gives progression similar to RAW ones.
$endgroup$
$begingroup$
I suppose that makes sense. Keep track of the XP normally, and bump them up a level as needed when they do something big?
$endgroup$
– Theo Scholiadis
11 hours ago
2
$begingroup$
@TheoScholiadis "and bump them up a level as needed when they do something big" - unless they are already high enough level that it wasn't that big for them anymore ;) That's how we do it, seems it is working.
$endgroup$
– Mołot
11 hours ago
$begingroup$
how would you handle finding the "go up a level" or "down a level" card in deck of many things? When I read about the cards, I was like... "maybe leave that item alone for now" lol
$endgroup$
– Theo Scholiadis
11 hours ago
1
$begingroup$
You're the GM, you can simply not give them the item
$endgroup$
– Pierre Cathé
11 hours ago
2
$begingroup$
Deck of Many Things is known to wreak havoc in many games. I'd rather not handle it at all unless I have to
$endgroup$
– Mołot
11 hours ago
|
show 3 more comments
$begingroup$
Milestones began as road signs:
A milestone is one of a series of numbered markers placed along a road or boundary at intervals of one mile or occasionally, parts of a mile. Wikipedia
So they make no sense where there is no road to follow. In 100% sandbox without "main storyline" or "grand scheme of things", they make no sense.
In your game, there is main plot, so for "purists" it may not qualify as sandbox, but milestones may work.
I'm a DM in a game where there is grand scheme, and there is a lot of freedom for PC. Campaign books are doing a really good job by mixing XP system and milestone system. They do it by:
- Providing XP for achieving milestones
- Stating at some points that, for example, "PCs should be at least level 7 now"
If XP set for a milestone is not enough to get characters to level 7, I simply give them level 7. If it is enough and more, or if they are already at level 7 or above, I give them XP.
In theory there is a risk that they would get two levels, if they were still level 5 when they hit level 7 milestone. In practice, that never happened to us.
We are playing like that for two years now and we had no major issues.
This is a mix of rules found on page 261 of Dungeon Master Guide - XP for milestones follows up "Milestones" section, and "character should be level X" is more like "Level Advancement without XP" -> "Story-Based advancement" found there. So this is not RAW, but playable and gives progression similar to RAW ones.
$endgroup$
$begingroup$
I suppose that makes sense. Keep track of the XP normally, and bump them up a level as needed when they do something big?
$endgroup$
– Theo Scholiadis
11 hours ago
2
$begingroup$
@TheoScholiadis "and bump them up a level as needed when they do something big" - unless they are already high enough level that it wasn't that big for them anymore ;) That's how we do it, seems it is working.
$endgroup$
– Mołot
11 hours ago
$begingroup$
how would you handle finding the "go up a level" or "down a level" card in deck of many things? When I read about the cards, I was like... "maybe leave that item alone for now" lol
$endgroup$
– Theo Scholiadis
11 hours ago
1
$begingroup$
You're the GM, you can simply not give them the item
$endgroup$
– Pierre Cathé
11 hours ago
2
$begingroup$
Deck of Many Things is known to wreak havoc in many games. I'd rather not handle it at all unless I have to
$endgroup$
– Mołot
11 hours ago
|
show 3 more comments
$begingroup$
Milestones began as road signs:
A milestone is one of a series of numbered markers placed along a road or boundary at intervals of one mile or occasionally, parts of a mile. Wikipedia
So they make no sense where there is no road to follow. In 100% sandbox without "main storyline" or "grand scheme of things", they make no sense.
In your game, there is main plot, so for "purists" it may not qualify as sandbox, but milestones may work.
I'm a DM in a game where there is grand scheme, and there is a lot of freedom for PC. Campaign books are doing a really good job by mixing XP system and milestone system. They do it by:
- Providing XP for achieving milestones
- Stating at some points that, for example, "PCs should be at least level 7 now"
If XP set for a milestone is not enough to get characters to level 7, I simply give them level 7. If it is enough and more, or if they are already at level 7 or above, I give them XP.
In theory there is a risk that they would get two levels, if they were still level 5 when they hit level 7 milestone. In practice, that never happened to us.
We are playing like that for two years now and we had no major issues.
This is a mix of rules found on page 261 of Dungeon Master Guide - XP for milestones follows up "Milestones" section, and "character should be level X" is more like "Level Advancement without XP" -> "Story-Based advancement" found there. So this is not RAW, but playable and gives progression similar to RAW ones.
$endgroup$
Milestones began as road signs:
A milestone is one of a series of numbered markers placed along a road or boundary at intervals of one mile or occasionally, parts of a mile. Wikipedia
So they make no sense where there is no road to follow. In 100% sandbox without "main storyline" or "grand scheme of things", they make no sense.
In your game, there is main plot, so for "purists" it may not qualify as sandbox, but milestones may work.
I'm a DM in a game where there is grand scheme, and there is a lot of freedom for PC. Campaign books are doing a really good job by mixing XP system and milestone system. They do it by:
- Providing XP for achieving milestones
- Stating at some points that, for example, "PCs should be at least level 7 now"
If XP set for a milestone is not enough to get characters to level 7, I simply give them level 7. If it is enough and more, or if they are already at level 7 or above, I give them XP.
In theory there is a risk that they would get two levels, if they were still level 5 when they hit level 7 milestone. In practice, that never happened to us.
We are playing like that for two years now and we had no major issues.
This is a mix of rules found on page 261 of Dungeon Master Guide - XP for milestones follows up "Milestones" section, and "character should be level X" is more like "Level Advancement without XP" -> "Story-Based advancement" found there. So this is not RAW, but playable and gives progression similar to RAW ones.
edited 9 hours ago
answered 11 hours ago
MołotMołot
7,37014069
7,37014069
$begingroup$
I suppose that makes sense. Keep track of the XP normally, and bump them up a level as needed when they do something big?
$endgroup$
– Theo Scholiadis
11 hours ago
2
$begingroup$
@TheoScholiadis "and bump them up a level as needed when they do something big" - unless they are already high enough level that it wasn't that big for them anymore ;) That's how we do it, seems it is working.
$endgroup$
– Mołot
11 hours ago
$begingroup$
how would you handle finding the "go up a level" or "down a level" card in deck of many things? When I read about the cards, I was like... "maybe leave that item alone for now" lol
$endgroup$
– Theo Scholiadis
11 hours ago
1
$begingroup$
You're the GM, you can simply not give them the item
$endgroup$
– Pierre Cathé
11 hours ago
2
$begingroup$
Deck of Many Things is known to wreak havoc in many games. I'd rather not handle it at all unless I have to
$endgroup$
– Mołot
11 hours ago
|
show 3 more comments
$begingroup$
I suppose that makes sense. Keep track of the XP normally, and bump them up a level as needed when they do something big?
$endgroup$
– Theo Scholiadis
11 hours ago
2
$begingroup$
@TheoScholiadis "and bump them up a level as needed when they do something big" - unless they are already high enough level that it wasn't that big for them anymore ;) That's how we do it, seems it is working.
$endgroup$
– Mołot
11 hours ago
$begingroup$
how would you handle finding the "go up a level" or "down a level" card in deck of many things? When I read about the cards, I was like... "maybe leave that item alone for now" lol
$endgroup$
– Theo Scholiadis
11 hours ago
1
$begingroup$
You're the GM, you can simply not give them the item
$endgroup$
– Pierre Cathé
11 hours ago
2
$begingroup$
Deck of Many Things is known to wreak havoc in many games. I'd rather not handle it at all unless I have to
$endgroup$
– Mołot
11 hours ago
$begingroup$
I suppose that makes sense. Keep track of the XP normally, and bump them up a level as needed when they do something big?
$endgroup$
– Theo Scholiadis
11 hours ago
$begingroup$
I suppose that makes sense. Keep track of the XP normally, and bump them up a level as needed when they do something big?
$endgroup$
– Theo Scholiadis
11 hours ago
2
2
$begingroup$
@TheoScholiadis "and bump them up a level as needed when they do something big" - unless they are already high enough level that it wasn't that big for them anymore ;) That's how we do it, seems it is working.
$endgroup$
– Mołot
11 hours ago
$begingroup$
@TheoScholiadis "and bump them up a level as needed when they do something big" - unless they are already high enough level that it wasn't that big for them anymore ;) That's how we do it, seems it is working.
$endgroup$
– Mołot
11 hours ago
$begingroup$
how would you handle finding the "go up a level" or "down a level" card in deck of many things? When I read about the cards, I was like... "maybe leave that item alone for now" lol
$endgroup$
– Theo Scholiadis
11 hours ago
$begingroup$
how would you handle finding the "go up a level" or "down a level" card in deck of many things? When I read about the cards, I was like... "maybe leave that item alone for now" lol
$endgroup$
– Theo Scholiadis
11 hours ago
1
1
$begingroup$
You're the GM, you can simply not give them the item
$endgroup$
– Pierre Cathé
11 hours ago
$begingroup$
You're the GM, you can simply not give them the item
$endgroup$
– Pierre Cathé
11 hours ago
2
2
$begingroup$
Deck of Many Things is known to wreak havoc in many games. I'd rather not handle it at all unless I have to
$endgroup$
– Mołot
11 hours ago
$begingroup$
Deck of Many Things is known to wreak havoc in many games. I'd rather not handle it at all unless I have to
$endgroup$
– Mołot
11 hours ago
|
show 3 more comments
$begingroup$
As a GM, you should always have a general understanding of what is going on in the world as well as what the party will do next. That does not mean you will be right 100% of the time, the party will sometimes veer off track, but there should always be some form of story.
D&D really is interactive story telling. As the GM, you set up this story and decide how PC's interaction affect the world and NPCs around them. When thinking about milestone experience, there are a couple things to consider:
- How big is the experience gap between level X and Y?
- How tough are the encounters?
Because you should have a general understanding of where the story is going most of the time, it should be easy to identify major story arches. What I usually do is determine major story points. Based on what would need to happen, I try to envision what it will take to complete that story arch. I can usually come up with a rough number for how many encounters what will take.
Just because the campaign is sandbox does not mean there is not main story and story arches. For instance, if the PCs decide they want to go investigate a cave where some miners have gone missing, that is a story arch. When you build story arch, you should have a general idea of how difficult it will be. That is usually enough to decide if they should get a level from that.
If you don't believe this story was enough for a level, come up with an xp number based on the encounters they did, then just keep a running total on your end. For every story they complete, give them xp until they level up.
$endgroup$
$begingroup$
But then, isn't that what normal XP is, just with a more variable level up point?
$endgroup$
– Theo Scholiadis
11 hours ago
3
$begingroup$
That's basically how milestone XP is calculate. If you buy pre-written campaigns like Curse Of Strahd which has a decent size sandbox section, you can tell they just calculated what they think a level should be based on the encounters. The main difference here is everyone always has the same XP. The running total you keep is really just to tell how close they are its not an "accurate number" of how much XP they actually got, its more like "this was worth about 1/4 of a level"
$endgroup$
– SaggingRufus
11 hours ago
$begingroup$
In a linear campaign with milestones, I saw them as what I need the PCs to be to enjoy the game from here on out.
$endgroup$
– Theo Scholiadis
11 hours ago
1
$begingroup$
This answer might be improved by citing game source material, for instance, the DMG section on XP (Chapter 8, under Experience Points).
$endgroup$
– Jack
10 hours ago
add a comment |
$begingroup$
As a GM, you should always have a general understanding of what is going on in the world as well as what the party will do next. That does not mean you will be right 100% of the time, the party will sometimes veer off track, but there should always be some form of story.
D&D really is interactive story telling. As the GM, you set up this story and decide how PC's interaction affect the world and NPCs around them. When thinking about milestone experience, there are a couple things to consider:
- How big is the experience gap between level X and Y?
- How tough are the encounters?
Because you should have a general understanding of where the story is going most of the time, it should be easy to identify major story arches. What I usually do is determine major story points. Based on what would need to happen, I try to envision what it will take to complete that story arch. I can usually come up with a rough number for how many encounters what will take.
Just because the campaign is sandbox does not mean there is not main story and story arches. For instance, if the PCs decide they want to go investigate a cave where some miners have gone missing, that is a story arch. When you build story arch, you should have a general idea of how difficult it will be. That is usually enough to decide if they should get a level from that.
If you don't believe this story was enough for a level, come up with an xp number based on the encounters they did, then just keep a running total on your end. For every story they complete, give them xp until they level up.
$endgroup$
$begingroup$
But then, isn't that what normal XP is, just with a more variable level up point?
$endgroup$
– Theo Scholiadis
11 hours ago
3
$begingroup$
That's basically how milestone XP is calculate. If you buy pre-written campaigns like Curse Of Strahd which has a decent size sandbox section, you can tell they just calculated what they think a level should be based on the encounters. The main difference here is everyone always has the same XP. The running total you keep is really just to tell how close they are its not an "accurate number" of how much XP they actually got, its more like "this was worth about 1/4 of a level"
$endgroup$
– SaggingRufus
11 hours ago
$begingroup$
In a linear campaign with milestones, I saw them as what I need the PCs to be to enjoy the game from here on out.
$endgroup$
– Theo Scholiadis
11 hours ago
1
$begingroup$
This answer might be improved by citing game source material, for instance, the DMG section on XP (Chapter 8, under Experience Points).
$endgroup$
– Jack
10 hours ago
add a comment |
$begingroup$
As a GM, you should always have a general understanding of what is going on in the world as well as what the party will do next. That does not mean you will be right 100% of the time, the party will sometimes veer off track, but there should always be some form of story.
D&D really is interactive story telling. As the GM, you set up this story and decide how PC's interaction affect the world and NPCs around them. When thinking about milestone experience, there are a couple things to consider:
- How big is the experience gap between level X and Y?
- How tough are the encounters?
Because you should have a general understanding of where the story is going most of the time, it should be easy to identify major story arches. What I usually do is determine major story points. Based on what would need to happen, I try to envision what it will take to complete that story arch. I can usually come up with a rough number for how many encounters what will take.
Just because the campaign is sandbox does not mean there is not main story and story arches. For instance, if the PCs decide they want to go investigate a cave where some miners have gone missing, that is a story arch. When you build story arch, you should have a general idea of how difficult it will be. That is usually enough to decide if they should get a level from that.
If you don't believe this story was enough for a level, come up with an xp number based on the encounters they did, then just keep a running total on your end. For every story they complete, give them xp until they level up.
$endgroup$
As a GM, you should always have a general understanding of what is going on in the world as well as what the party will do next. That does not mean you will be right 100% of the time, the party will sometimes veer off track, but there should always be some form of story.
D&D really is interactive story telling. As the GM, you set up this story and decide how PC's interaction affect the world and NPCs around them. When thinking about milestone experience, there are a couple things to consider:
- How big is the experience gap between level X and Y?
- How tough are the encounters?
Because you should have a general understanding of where the story is going most of the time, it should be easy to identify major story arches. What I usually do is determine major story points. Based on what would need to happen, I try to envision what it will take to complete that story arch. I can usually come up with a rough number for how many encounters what will take.
Just because the campaign is sandbox does not mean there is not main story and story arches. For instance, if the PCs decide they want to go investigate a cave where some miners have gone missing, that is a story arch. When you build story arch, you should have a general idea of how difficult it will be. That is usually enough to decide if they should get a level from that.
If you don't believe this story was enough for a level, come up with an xp number based on the encounters they did, then just keep a running total on your end. For every story they complete, give them xp until they level up.
answered 11 hours ago
SaggingRufusSaggingRufus
2,66221833
2,66221833
$begingroup$
But then, isn't that what normal XP is, just with a more variable level up point?
$endgroup$
– Theo Scholiadis
11 hours ago
3
$begingroup$
That's basically how milestone XP is calculate. If you buy pre-written campaigns like Curse Of Strahd which has a decent size sandbox section, you can tell they just calculated what they think a level should be based on the encounters. The main difference here is everyone always has the same XP. The running total you keep is really just to tell how close they are its not an "accurate number" of how much XP they actually got, its more like "this was worth about 1/4 of a level"
$endgroup$
– SaggingRufus
11 hours ago
$begingroup$
In a linear campaign with milestones, I saw them as what I need the PCs to be to enjoy the game from here on out.
$endgroup$
– Theo Scholiadis
11 hours ago
1
$begingroup$
This answer might be improved by citing game source material, for instance, the DMG section on XP (Chapter 8, under Experience Points).
$endgroup$
– Jack
10 hours ago
add a comment |
$begingroup$
But then, isn't that what normal XP is, just with a more variable level up point?
$endgroup$
– Theo Scholiadis
11 hours ago
3
$begingroup$
That's basically how milestone XP is calculate. If you buy pre-written campaigns like Curse Of Strahd which has a decent size sandbox section, you can tell they just calculated what they think a level should be based on the encounters. The main difference here is everyone always has the same XP. The running total you keep is really just to tell how close they are its not an "accurate number" of how much XP they actually got, its more like "this was worth about 1/4 of a level"
$endgroup$
– SaggingRufus
11 hours ago
$begingroup$
In a linear campaign with milestones, I saw them as what I need the PCs to be to enjoy the game from here on out.
$endgroup$
– Theo Scholiadis
11 hours ago
1
$begingroup$
This answer might be improved by citing game source material, for instance, the DMG section on XP (Chapter 8, under Experience Points).
$endgroup$
– Jack
10 hours ago
$begingroup$
But then, isn't that what normal XP is, just with a more variable level up point?
$endgroup$
– Theo Scholiadis
11 hours ago
$begingroup$
But then, isn't that what normal XP is, just with a more variable level up point?
$endgroup$
– Theo Scholiadis
11 hours ago
3
3
$begingroup$
That's basically how milestone XP is calculate. If you buy pre-written campaigns like Curse Of Strahd which has a decent size sandbox section, you can tell they just calculated what they think a level should be based on the encounters. The main difference here is everyone always has the same XP. The running total you keep is really just to tell how close they are its not an "accurate number" of how much XP they actually got, its more like "this was worth about 1/4 of a level"
$endgroup$
– SaggingRufus
11 hours ago
$begingroup$
That's basically how milestone XP is calculate. If you buy pre-written campaigns like Curse Of Strahd which has a decent size sandbox section, you can tell they just calculated what they think a level should be based on the encounters. The main difference here is everyone always has the same XP. The running total you keep is really just to tell how close they are its not an "accurate number" of how much XP they actually got, its more like "this was worth about 1/4 of a level"
$endgroup$
– SaggingRufus
11 hours ago
$begingroup$
In a linear campaign with milestones, I saw them as what I need the PCs to be to enjoy the game from here on out.
$endgroup$
– Theo Scholiadis
11 hours ago
$begingroup$
In a linear campaign with milestones, I saw them as what I need the PCs to be to enjoy the game from here on out.
$endgroup$
– Theo Scholiadis
11 hours ago
1
1
$begingroup$
This answer might be improved by citing game source material, for instance, the DMG section on XP (Chapter 8, under Experience Points).
$endgroup$
– Jack
10 hours ago
$begingroup$
This answer might be improved by citing game source material, for instance, the DMG section on XP (Chapter 8, under Experience Points).
$endgroup$
– Jack
10 hours ago
add a comment |
$begingroup$
I run a very sandboxed campaign, and I use a modified form of milestone XP. The thing is, as a DM, you can decide people level up at any time. For me, that's too much power and a lot to keep track of. In previous sandboxy games, I wound up with my players leveling up at completely random intervals, which satisfied neither myself or them. So, for this exact purpose, I came up with a modified milestone chart to keep track of them.
I did some amount of math and an awful lot of guessing, and came up with a table that was based on the XP leveling table, but, instead, was broken into how many sessions need to occur for each level. At no point will it take more than 8 sessions for the party to level up, simply because I felt that that was as long as my players would tolerate before getting restless.
Unfortunately, the markup used here doesn't appear to support tables, so here's a screenshot of what I came up with:

I found this by deciding that I wanted the trip from level one to level two should be 2 sessions, then went through and calculated the proportions of the XP needed for all the other levels to the XP needed to get from level one to level two. This left me with some egregious numbers, and, figuring that higher level enemies give higher XP, I pared everything down by a lot, while maintaining some of the same general ratios. As discussed in this question, the XP increases unevenly throughout the levels. In this answer to the same question, GMNoob reports that this was an intentional choice in the design of the game, so I've opted to maintain that aspect.
I have been running with this for nearly a year so far, and it's been going great. I prefer it over just choosing big moments, because sometimes those crop up very frequently and sometimes they crop up very rarely. It also simplifies the numbers, and gives me an easy way to reward extra "XP". For example, my party recently faced off against an encounter literally 3x the threshold for deadly for their level, and for their clever thinking to get out of it, I noted that they'll level up a session earlier than my chart says. This particular encounter was prompted by one player's backstory, but then the very next session, they dove into an equally in-depth adventure based in a different player's backstory-- so, by milestones, it gets sort of wibbly.
As you can probably guess from this anecdote, I'm running a sandbox where there's truly an ability for the players to end up in situations that they aren't of an appropriate level for, if they do dumb things, but I also have certain specific milestones when specific things become unlocked-- for my campaign, these are the levels highlighted in yellow.
This system, in my experience, has maintained the designer intent with the XP chart, while also allowing for some of the flexibility of milestones. Personally, I find it easier to deal with smaller numbers than larger ones, which means I can more easily say "This particular action is worth about 1/4th of a level" when I know that 1/4th of a level is precisely one session, for example.
$endgroup$
$begingroup$
I see where you're going with this. Makes sense and needs tweaking to be used for my campaign, but you gave me something to think about.
$endgroup$
– Theo Scholiadis
52 mins ago
$begingroup$
@TheoScholiadis Yeah, I figured it'd need fiddling with to fit specific campaigns, but I figured it might be useful!
$endgroup$
– Blue Caboose
36 mins ago
add a comment |
$begingroup$
I run a very sandboxed campaign, and I use a modified form of milestone XP. The thing is, as a DM, you can decide people level up at any time. For me, that's too much power and a lot to keep track of. In previous sandboxy games, I wound up with my players leveling up at completely random intervals, which satisfied neither myself or them. So, for this exact purpose, I came up with a modified milestone chart to keep track of them.
I did some amount of math and an awful lot of guessing, and came up with a table that was based on the XP leveling table, but, instead, was broken into how many sessions need to occur for each level. At no point will it take more than 8 sessions for the party to level up, simply because I felt that that was as long as my players would tolerate before getting restless.
Unfortunately, the markup used here doesn't appear to support tables, so here's a screenshot of what I came up with:

I found this by deciding that I wanted the trip from level one to level two should be 2 sessions, then went through and calculated the proportions of the XP needed for all the other levels to the XP needed to get from level one to level two. This left me with some egregious numbers, and, figuring that higher level enemies give higher XP, I pared everything down by a lot, while maintaining some of the same general ratios. As discussed in this question, the XP increases unevenly throughout the levels. In this answer to the same question, GMNoob reports that this was an intentional choice in the design of the game, so I've opted to maintain that aspect.
I have been running with this for nearly a year so far, and it's been going great. I prefer it over just choosing big moments, because sometimes those crop up very frequently and sometimes they crop up very rarely. It also simplifies the numbers, and gives me an easy way to reward extra "XP". For example, my party recently faced off against an encounter literally 3x the threshold for deadly for their level, and for their clever thinking to get out of it, I noted that they'll level up a session earlier than my chart says. This particular encounter was prompted by one player's backstory, but then the very next session, they dove into an equally in-depth adventure based in a different player's backstory-- so, by milestones, it gets sort of wibbly.
As you can probably guess from this anecdote, I'm running a sandbox where there's truly an ability for the players to end up in situations that they aren't of an appropriate level for, if they do dumb things, but I also have certain specific milestones when specific things become unlocked-- for my campaign, these are the levels highlighted in yellow.
This system, in my experience, has maintained the designer intent with the XP chart, while also allowing for some of the flexibility of milestones. Personally, I find it easier to deal with smaller numbers than larger ones, which means I can more easily say "This particular action is worth about 1/4th of a level" when I know that 1/4th of a level is precisely one session, for example.
$endgroup$
$begingroup$
I see where you're going with this. Makes sense and needs tweaking to be used for my campaign, but you gave me something to think about.
$endgroup$
– Theo Scholiadis
52 mins ago
$begingroup$
@TheoScholiadis Yeah, I figured it'd need fiddling with to fit specific campaigns, but I figured it might be useful!
$endgroup$
– Blue Caboose
36 mins ago
add a comment |
$begingroup$
I run a very sandboxed campaign, and I use a modified form of milestone XP. The thing is, as a DM, you can decide people level up at any time. For me, that's too much power and a lot to keep track of. In previous sandboxy games, I wound up with my players leveling up at completely random intervals, which satisfied neither myself or them. So, for this exact purpose, I came up with a modified milestone chart to keep track of them.
I did some amount of math and an awful lot of guessing, and came up with a table that was based on the XP leveling table, but, instead, was broken into how many sessions need to occur for each level. At no point will it take more than 8 sessions for the party to level up, simply because I felt that that was as long as my players would tolerate before getting restless.
Unfortunately, the markup used here doesn't appear to support tables, so here's a screenshot of what I came up with:

I found this by deciding that I wanted the trip from level one to level two should be 2 sessions, then went through and calculated the proportions of the XP needed for all the other levels to the XP needed to get from level one to level two. This left me with some egregious numbers, and, figuring that higher level enemies give higher XP, I pared everything down by a lot, while maintaining some of the same general ratios. As discussed in this question, the XP increases unevenly throughout the levels. In this answer to the same question, GMNoob reports that this was an intentional choice in the design of the game, so I've opted to maintain that aspect.
I have been running with this for nearly a year so far, and it's been going great. I prefer it over just choosing big moments, because sometimes those crop up very frequently and sometimes they crop up very rarely. It also simplifies the numbers, and gives me an easy way to reward extra "XP". For example, my party recently faced off against an encounter literally 3x the threshold for deadly for their level, and for their clever thinking to get out of it, I noted that they'll level up a session earlier than my chart says. This particular encounter was prompted by one player's backstory, but then the very next session, they dove into an equally in-depth adventure based in a different player's backstory-- so, by milestones, it gets sort of wibbly.
As you can probably guess from this anecdote, I'm running a sandbox where there's truly an ability for the players to end up in situations that they aren't of an appropriate level for, if they do dumb things, but I also have certain specific milestones when specific things become unlocked-- for my campaign, these are the levels highlighted in yellow.
This system, in my experience, has maintained the designer intent with the XP chart, while also allowing for some of the flexibility of milestones. Personally, I find it easier to deal with smaller numbers than larger ones, which means I can more easily say "This particular action is worth about 1/4th of a level" when I know that 1/4th of a level is precisely one session, for example.
$endgroup$
I run a very sandboxed campaign, and I use a modified form of milestone XP. The thing is, as a DM, you can decide people level up at any time. For me, that's too much power and a lot to keep track of. In previous sandboxy games, I wound up with my players leveling up at completely random intervals, which satisfied neither myself or them. So, for this exact purpose, I came up with a modified milestone chart to keep track of them.
I did some amount of math and an awful lot of guessing, and came up with a table that was based on the XP leveling table, but, instead, was broken into how many sessions need to occur for each level. At no point will it take more than 8 sessions for the party to level up, simply because I felt that that was as long as my players would tolerate before getting restless.
Unfortunately, the markup used here doesn't appear to support tables, so here's a screenshot of what I came up with:

I found this by deciding that I wanted the trip from level one to level two should be 2 sessions, then went through and calculated the proportions of the XP needed for all the other levels to the XP needed to get from level one to level two. This left me with some egregious numbers, and, figuring that higher level enemies give higher XP, I pared everything down by a lot, while maintaining some of the same general ratios. As discussed in this question, the XP increases unevenly throughout the levels. In this answer to the same question, GMNoob reports that this was an intentional choice in the design of the game, so I've opted to maintain that aspect.
I have been running with this for nearly a year so far, and it's been going great. I prefer it over just choosing big moments, because sometimes those crop up very frequently and sometimes they crop up very rarely. It also simplifies the numbers, and gives me an easy way to reward extra "XP". For example, my party recently faced off against an encounter literally 3x the threshold for deadly for their level, and for their clever thinking to get out of it, I noted that they'll level up a session earlier than my chart says. This particular encounter was prompted by one player's backstory, but then the very next session, they dove into an equally in-depth adventure based in a different player's backstory-- so, by milestones, it gets sort of wibbly.
As you can probably guess from this anecdote, I'm running a sandbox where there's truly an ability for the players to end up in situations that they aren't of an appropriate level for, if they do dumb things, but I also have certain specific milestones when specific things become unlocked-- for my campaign, these are the levels highlighted in yellow.
This system, in my experience, has maintained the designer intent with the XP chart, while also allowing for some of the flexibility of milestones. Personally, I find it easier to deal with smaller numbers than larger ones, which means I can more easily say "This particular action is worth about 1/4th of a level" when I know that 1/4th of a level is precisely one session, for example.
answered 1 hour ago
Blue CabooseBlue Caboose
5,01311739
5,01311739
$begingroup$
I see where you're going with this. Makes sense and needs tweaking to be used for my campaign, but you gave me something to think about.
$endgroup$
– Theo Scholiadis
52 mins ago
$begingroup$
@TheoScholiadis Yeah, I figured it'd need fiddling with to fit specific campaigns, but I figured it might be useful!
$endgroup$
– Blue Caboose
36 mins ago
add a comment |
$begingroup$
I see where you're going with this. Makes sense and needs tweaking to be used for my campaign, but you gave me something to think about.
$endgroup$
– Theo Scholiadis
52 mins ago
$begingroup$
@TheoScholiadis Yeah, I figured it'd need fiddling with to fit specific campaigns, but I figured it might be useful!
$endgroup$
– Blue Caboose
36 mins ago
$begingroup$
I see where you're going with this. Makes sense and needs tweaking to be used for my campaign, but you gave me something to think about.
$endgroup$
– Theo Scholiadis
52 mins ago
$begingroup$
I see where you're going with this. Makes sense and needs tweaking to be used for my campaign, but you gave me something to think about.
$endgroup$
– Theo Scholiadis
52 mins ago
$begingroup$
@TheoScholiadis Yeah, I figured it'd need fiddling with to fit specific campaigns, but I figured it might be useful!
$endgroup$
– Blue Caboose
36 mins ago
$begingroup$
@TheoScholiadis Yeah, I figured it'd need fiddling with to fit specific campaigns, but I figured it might be useful!
$endgroup$
– Blue Caboose
36 mins ago
add a comment |
Thanks for contributing an answer to Role-playing Games Stack Exchange!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
Use MathJax to format equations. MathJax reference.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f146738%2fhow-do-i-handle-milestones-for-levels%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
3
$begingroup$
Remember, that there is a spectrum between railroad and sandbox. For example, in 100% pure hardcore sandbox there is no "main story line" at all ;) So could you describe in more details what kind of game are you planning? Where, on the spectrum, it is?
$endgroup$
– Mołot
11 hours ago
$begingroup$
@Mołot I added an example for clarification. Thanks, it was a good idea
$endgroup$
– Theo Scholiadis
11 hours ago
2
$begingroup$
What main story line? As an aside, and as a matter of form here - we don't signal edits. The edit history takes care of that. I know that on a lot of forums it is good netiquette to signal edits, but that isn't called for here.
$endgroup$
– KorvinStarmast
10 hours ago
$begingroup$
@KorvinStarmast by main story line I meant the overarching theme. Noted for the Edit. I will ensure my questions are laid out more clearly.
$endgroup$
– Theo Scholiadis
59 mins ago
$begingroup$
Looks like you are getting some answers, all is well.
$endgroup$
– KorvinStarmast
58 mins ago