[RPG] How to adapt XP-changing items in a milestone-leveling game

dnd-5eexperience-pointsmagic-items

I'm the DM of a milestone-leveling game. I want to reward my players with some items like the Deck of Many Things.

However some cards like the Fool, the Jester and the Sun have effects that change the XP of the player. The Fool takes like 1/3 of a level from a level 15 character, the Jester gives 1/3 of a level 15 character and the Sun gives nearly 2 levels.

The Jester explicitly states what happens if no XP is gained so that's already one good alternative, but the other cards become just bland if no XP is changed.

How can I properly adapt those cards to the milestone-leveling model without simply discarding the XP change? And more broadly, how should I adapt any XP-changing object to a milestone-leveling model?

Best Answer

The Setup

I run a game using milestone XP, but rather than coming up with plot points, I planned out how many sessions we'll go between each level. This is because I felt like I was being internally inconsistent with when players leveled up, but I hate tracking XP.

I came to these numbers by looking at the general trends of how much XP it takes to get between various levels by default, and by adjusting based on how long I wanted to spend running this campaign. The XP chart doesn't follow a smooth function, but instead takes some weird dips, which I assumed were on purpose, and tried to incorporate into my chart. This means that I have a leveling chart, just not with tracking XP.

The Table

This is the table I've been using, but obviously, this is just what works for me. It might not fit other people's games, and that's fine. It's mostly here as an example

From level 1, there are 2 sessions to the next level.

From level 2, there are 2 sessions to the next level.

From level 3, there are 3 sessions to the next level.

From level 4, there are 4 sessions to the next level.

From level 5, there are 4 sessions to the next level.

From level 6, there are 6 sessions to the next level.

From level 7, there are 6 sessions to the next level.

From level 8, there are 7 sessions to the next level.

From level 9, there are 7 sessions to the next level.

From level 10, there are 6 sessions to the next level.

From level 11, there are 8 sessions to the next level.

From level 12, there are 6 sessions to the next level.

From level 13, there are 6 sessions to the next level.

From level 14, there are 7 sessions to the next level.

From level 15, there are 7 sessions to the next level.

From level 16, there are 7 sessions to the next level.

From level 17, there are 8 sessions to the next level.

From level 18, there are 8 sessions to the next level.

From level 19, there are 6 sessions to the next level.

The Solution

Using this, I would look at how many levels the XP from the item, be it the Deck of Many Things or something else, would grant in an XP leveling system.

To continue with your example, the Fool takes 1/3 of a level from a level 15 character. In my table, going from level 15 to level 16 takes 7 sessions, so I would make a note that that unlucky person will need 2 extra sessions to reach level 16. Or, if they draw the Jester, they'll level up 2 sessions early.

I keep track of this next to my notes on each session, which are separated and dated for each game; this makes it easy for me to keep track of when people should be leveling up.

The reason I go into all this detail is that I'm not sure, without some sort of standardized alternative to the XP charts, how to implement this, other than sort of winging it, which would feel unsatisfactory to me both as a DM and as a player.