Page 174 - Xanathar's Guide To Everything
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COMBAT ENCOUNTERS                                VARIANT RULES
           Design your adventure for one of the four tiers, as set  A shared campaign might use some variant rules to
           forth in chapter 1 of the Player’s Handbook: tier 1 in—  handle certain aspects of the game. The Adventurers
           cludes levels 1—4, tier 2 is levels 5—10, tier 3 is levels  League, for instance, has variant systems for gaining
           11—16, and tier 4 includes levels 17—20. Within each tier,  levels and acquiring treasure. These “house rules,”
           it’s a good idea to use a specific level as a starting point.  presented below, serve as a sort of common language,
           Assume a party of five 3rd—level characters for tier 1, five  ensuring that the rewards all characters receive are
           8th-level characters for tier 2, five 13th-level characters  equivalent no matter what kind of adventure a character
           for tier 3, and five 18th-1evel characters for tier 4. Use  experienced.
           that assumption when creating combat encounters,                                                          51L?—
           whether you use the encounter—building rules in the  CHARACTER ADVANCEMENT                                '.I':.i .‘ J 2‘
           Dungeon Master's Guide or are making an estimate.  In a shared campaign, characters gain levels not by    51:3:
            For each battle, provide guidelines to help DMs adjust  accumulating experience points but by reaching experi—  ..-  -
           the difficulty up or down to match stronger or weaker  ence checkpoints. This system rewards every character
           parties. As a rule of thumb. account for a party two  (and player) for taking part in a play session.
           levels higher and for a party two levels lower, and don’t  A character reaches 1 checkpoint for each hour an
           worry about balancing the adventure for parties outside  adventure is designed to last. Note that the award is
           the adventure’s tier.                             based on the adventures projected playing time, rather
                                                             than the actual time spent at the table. The reward for
           REWARDS                                           completing an adventure designed for 2 hours Of play is  Jh—u
           Adventures in a shared campaign that uses variant rules  2. checkpoints, even if a group spends more than 2 hours  '
           for gaining levels and acquiring treasure (such as those  playing through it.
           described below) don’t include experience point awards  If a character completes an adventure designed for a
           or specific amounts and kinds Of treasure.         tier higher than the character's current tier, the char-
                                                             acter is awarded 1 additional checkpoint. For example,
           CHARACTER CREATION                                if a 2nd-level character completes a 6th—level adven—

           A shared campaign’s guidelines for character creation  ture designed to take 2 hours, the character reaches 3
                                                             checkpoints.
           might include definition of which races and classes  Playing time might seem like an Odd way to measure
           players can choose from, how players generate ability  experience awards, but the concept is in keeping with
           scores, and which alignments players can choose.  how a shared campaign is meant to work. A character
           PLAYER’S HANDBOOK PLUS ONE                        played for 10 hours reaches the same number Of check-
                                                             points, whether the character went up against a dragon
           You should think about which products players can use  or spent all that time lurking in a pub. This approach en—
           to create a character. The Adventurers League specifies  sures that a player's preferred style is neither penalized
           that a player can use the Player’s Handbook and one  nor rewarded. Whether someone focuses on roleplaying
           other official DE'vD source, such as a book or a PDF, to  and social interaction, defeating monsters in combat,
           create a character. This restriction ensures that players  or finding clever ways to avoid battles, this system gives
           don’t need to own a lot of books to make a character  credit where credit is due.
           and makes it easier for DMs to know how all the char-
           acters in the campaign work. Since a BM in a shared  USING CHECKPOINTS
           campaign must deal with a broad range of characters,  The number of checkpoints needed to gain the next level
           rather than the same characters each week, it can be dif—  depends on a character’s level:
           ficult to track all the interactions and abilities possible  - At levels 1—4, reaching 4 checkpoints is sufficient to
           through mixing options freely. We strongly recommend  advance tO the next level.
           this rule for any shared campaign.                - At level 5 or higher, reaching 8 checkpoints is needed
           ABILITY SCORES                                      tO advance to the next level.
           For generating ability scores, we recommend allowing  At the end Of a play session, characters must level up
                                                             if they have reached enough checkpoints to do so. The
           players to choose between the standard array—15, 14,  required number of checkpoints is expended, and any
           13, 12., 10, 8—and the option presented in “Variant:  remaining checkpoints are applied toward the next op-
           Customizing Ability Scores” in chapter 1 of the Play-  portunity for advancement.
           er’s Handbook.
           STARTING EQUIPMENT                                INDIVIDUAL TREASURE
           For the sake of simplicity and efficiency, it’s a good  In a shared campaign, each character receives a fixed
                                                             number of gold pieces upon gaining a new level. (This
           idea to require that beginning characters must take the  gain represents the treasure a character might find in a
           starting equipment specified by a character’s class and  standard adventure.)
           background.                                        As an additional benefit, characters are not required
                                                             to put out gold to maintain a lifestyle. Instead, each char—
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