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D&D 5E Futzing With Experience Points (Exploration and Treasure for XP)


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My only concern would be art items and gems. It's a little too easy to find out their exact worth. If it's their sell price then haggling become super useful, and greedy merchants become xp stealing monsters...


Sent from my iPad using EN World mobile app
 

ccs

41st lv DM
My only concern would be art items and gems. It's a little too easy to find out their exact worth. If it's their sell price then haggling become super useful, and greedy merchants become xp stealing monsters...


Sent from my iPad using EN World mobile app

When I'm handing out xp based on gpv I award it based upon what I, the DM, have determined an item is worth.
This might not sync up with what the party actually gets by selling it. Based upon thier diplomacy checks or whatever they might get ripped off, break even, or pull a fast one on a buyer. Or they might mis-value it with bad apraise rolls.
But I, the DM roll playing the God of Wealth, know what's in my notes & THAT is what xp they recieve. :)
 

not-so-newguy

I'm the Straw Man in your argument
My only concern would be art items and gems. It's a little too easy to find out their exact worth. If it's their sell price then haggling become super useful, and greedy merchants become xp stealing monsters...


Sent from my iPad using EN World mobile app

I've considered this aspect. It could be a fun encounter to haggle for gold with the added incentive of XP, but I feel it would get to be drag with repetition. So I think I will just keep the XP equal to the actual value of the item. If the player's want to risk haggling for more gold, that's fine; but it'll have no bearing on actual XP gained by gold.

It's another reason why I want use group experience. If I'm crunching the XP numbers, it's a little easier to hide the actual value of items.
 

not-so-newguy

I'm the Straw Man in your argument
[MENTION=6775477]Shiroiken[/MENTION] After rereading your post, I realized that you suggested using CR too and I missed it. Apologies.


I thumbed through the DMG and Monster Manual, but I'm not seeing anything that would make this less complicated. The closest thing I could find is the XP Threshold table on page 82.

Maybe it's a matter of being too close to my own idea to see it, but I don't think 5% is any more complicated than using CR. In fact, I think it might be a little less complicated. Experience Gained is based only on the player's level, so there's no need to thumb through the DMG or MM to figure out the experience granted per CR. The only thing I might want to change is the percentage I use. Since I already have the numbers, it's a pretty simple change.



Here's some thoughts I've had over the past couple days:

  • There's another reason why I'm creating these house rules, which is to lessen the focus on monster slaying as the only solution. It's not the only reason, but it's certainly one of them. I understand there are other tools in the DM's bag to deal with this, but that's a topic for another thread. Probably one I will start at some point.

  • The "Exploration Bonus*" is meant to be a flat rate that's dependent on the player's level, rather than using varying experience points gained through killing monsters (i.e. The CR rules)

  • The "Exploration Bonus" for encountering a monster would replace experience normally gained for killing monsters. So in Example 1 and Example 2 of my OP, facing both Tiamat and the lone kobold shaman are worth the same XP. Should've stated that more clearly, if it wasn't already.




*I think I need to get a better name than Exploration Bonus, it's a bit confusing.
 

I'm not a fan of XP for gold, and has otherwise been said, seems like a complicated system. I myself would have started with something that I atleast think of as a modification to the quest award approach.

I like the idea of XP for unexplored hexes (as set value), but then simple go and mark locations and things or interest (springs, caves, buildings, etc) with XP awards as to their importance.

Sure, this doesn't adapt well for level, but I think you can accommodate for that over the relatively narrow range of the campaign design.
 

not-so-newguy

I'm the Straw Man in your argument
TL;DR I rewrote my idea. Refined things a bit, hopefully it's a little clearer. If you liked my idea to begin with, then you might find it interesting. If not, then you probably shouldn't bother reading since there are no major changes.

I wrote this with the players in mind, even though I'll explain it in person. My next chance to DM this is still several months off (we're in the middle of another campaign.)

The Isle of Dread is a module set on a huge island that was inspired by King Kong and Lost World. The players are provided a hex map that is largely blank and must explore the island, filling in the hexes as they explore. The module is a mini-sandbox campaign where the players are free to go wherever they want.

I will be changing things within the adventure: Replacing some of the monsters, editing all treasure, creating my own random encounter tables, and providing three potential adventure hooks to begin. Perhaps I will insert other classic dungeon adventures within the island, not sure yet. I will also be using a different way to calculate XP.

I don't want to level characters at appropriate points in the story since this is an open sandbox, the "story" is whatever you guys choose to do. All I provide, in regards to story, is adventure hooks. If I go by the book, then most of your XP would come from killing monsters. Rather than go by the book, I'd like to focus the xp gained based on what I think the module is all about: Exploration and loot.

XP works like this:

  • You get experience points for finding loot at a rate of 1 XP = 1 G.P. value. There are some limitations to this, but that's essentially it. (you can't rob PC's and friendly NPC's for experience, for example.)
  • You also get experience for exploring. XP gained is limited to this list:
    1) crossing an unexplored hex
    2) Encountering a neutral or hostile creature*
    3) Explore a structure**
    4) Change a creature's attitude to friendly.

For doing any of those four things, you get a set amount of experience points. The experience points gained depends on the character's level. The rate is shown in the table*** below. I will be totaling the experience at the end of each session and dividing equally.

Level. Exploration Experience
3rd. 90
4th. 190
5th. 375
6th. 450
7th. 550
8th. 700
9th. 800
10th. 1,050

*So to be clear, the party would receive the same XP for encountering some kobolds as facing a dragon. The amount you gain depends on your level.

**Four rooms equals one structure. Additional Exploration Experience at a rate of four rooms rounding fractions upwards, so a cavern with nine rooms would yield Exploration Experience three times.

***I got the rate of experience by figuring the amount of experience it is required to gain a level, then I take 5% of that amount. So if a PC gains Exploration Experience twenty times they will gain a level. Keep in mind the additional experience gained from loot.
 
Last edited:

Satyrn

First Post
Does sending in my familiar to scurry about through all the rooms count as exploring a structure? Should I at least look through its senses in every room?
 


Satyrn

First Post
Oh, and does my forest gnome get that encounter a neutral creature XP for chatting with a badger? And the making it friendly XP by feeding it?


I fully expect these to be the ideas that pop into your players' heads, so I'm asking them now so you can firm up your thoughts.
 

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