Quote:
Originally Posted by JLV
One solution is to simply tell players that YOU will manage the XP stuff and they can safely ignore it. When they do anything, you figure up the XP on your "super-secret GM sheet" and then when they can advance, tell them they can add a spell or a skill or an attribute point or whatever. All THEY have to do is tell you what they want to gain or learn next; "I want to learn the Illusion Spell," or "I want to learn Two-Weapons," or "I want to add a point to my ST." That way they can focus on playing and you can focus on the mechanics for them. ...
|
Yep!
It's an approach I've used a lot for a long time, for many things (e.g. rations, coins, condition of equipment...).