Alt XP guildlines help please

Gwarok

Explorer
I am making a change to my campaign to get our guys more off the combat model for game advancement. I mean we all want to advance our guys, but the way things are set up, unless you fight alot you will never really advance. So I was going to be nerfing the xp obtained from fights by 1/3rd, and giving out xp awards based on character activities. This differs from story awards as those are generated from DM adventures they are going to run thru anyways, and so don't really encourage player creativity. What I wanted was xp awards for things players do to advance their characters ideals and goals independent of me leading them around by the nose to do it. But I am not sure what those should be or how to award fairly.

Things I have thought of would be making a stronghold, ruling a domain in a manner your alignment suggests, making things that mark YOU as a paragon of your class/race, that sort of thing. Its going to be a very subjective process and I am wondering how to do it fairly. Any suggestions?
 
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Well instead of Nurfing combat xp.

You could assign a CR to anything you like and give ex based on the CR of what they over come.

DM: THe Party has convinced the Hatfields and McCoys to call a truce. Everyone get xp = a CR 12 combat.

DM: You have Bluffed the Bar Keep into thinking you are the Grandson of Duke Moneybags and he will set up a tab that will be charged to the Duke. Everyone gets xp = CR 4.



Just like combat you can advance the story with any NPC interaction and give xp out for it.


By doing this the Players will realise that it maybe easier to talk with a NPC to get the what they want instread of attacking them AND get the same xp.
 

Well, something that works in RL is setting personal goals, like you do with your boss. Like, you want to raise an army, marry Princess such and such, end bandit attacks on trade routes, whatever.

Assign a CR to each of these (good idea from melkoriii), as obviously some are more difficult than others.

Review the goals periodically, as the main campaign or interaction with PCs/NPCs may influence this.

This way you've got them thinking and you have more plot hooks.

Andargor
 
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I have a system that may work for you, Gwarok. It is completely independant of the CR system in the DMG and highly customizable for both how characters gain XP and at what rate. Unfortunately, I don't have it on this computer but I'll try and post it to this thread tomorrow.
 

As promised:

XP system used by Rel

First, I must note that most of the credit for this system should go to the player who runs Speaks with Stone in my current campaign. He originally designed it to replace the clunky xp system for Rolemaster and since then, he and I have both tweaked and refined it. It works like this:

First, there's a chart that looks sort of like this:

___Combat______________________________________
___Enchantment__________________________________
___Creation______________________________________
___Skills________________________________________
___Puzzle______________________________________
___Sacrifice____________________________________
___Learned_______________________________________
___Character_____________________________________
___Goal_______________________________________
___Social_______________________________________

___x X

The players each have a copy of this chart for every session. As we go along they write down things that their character has done in a particular category in the big blank to the right.

At the end of the session, they give me the sheets and I "grade their papers". In doing so, I will put "tic marks" in the small blanks to the left if they have fulfilled the requirements for the category. At the bottom I total up all the marks they received and then apply a multiplier based on their current level (represented by the X in the chart above). Currently, the formula I use for the multiplier is 50+(character level x 15).

On average, I'd say the players get around 7 marks per session. If a 5th level player gets 7 marks they would get 875 experience points for the session (the multiplier for a 5th level character is 125 per the above formula).

In practice this meant that it took around 3 sessions for everyone to make 2nd level. On average, it has taken approximately one session longer to reach each of the successive levels than it did to get to 2nd (i.e. 4 more session to make 3rd, 5 more sessions to make 4th, etc.).

When I say that 7 marks is average for a session, I mean precisely that. There have been sessions where some characters only got 4 or 5 marks. And there have been some sessions where they got 10 or 11 marks. It all depends on how involved you are in the game.

Let me give a few details about how I grade the various categories.

Combat - I usually give out one mark for every "minor" combat the group takes part in and two for a "major" combat. These are rather subjective definitions but I'm comfortable with them.

Enchantment - If a character casts at least half their normal spell allotment or uses the powers of most of their magic items, I give them a mark here. If a character goes through their whole spell selection more than once, I usually give them a second point. It has been argued that this category heavily favors the spell casters over the non spell casters but there are other categories that the spell casters are not as likely to get so that doesn't bother me. YMMV.

Creation - The characters get points here for using any craft skills to create things in the game. Sometimes I have given a point if one character in particular was the mastermind of an elaborate plan. Also, I give points here if the player contributes to the game in a material way, such as painting figures, drawing maps for areas of the campaign the characters know about or bringing extensive background material about a topic important to the game (perhaps some stuff they found about Roman architecture, ancient weaponry, mining techniques or anything else that helps bring detail and life to the campaign).

Skills - This is the category the Rogues love. If a character uses most of their skills during a session, they get credit for it here, provided they aren't already getting credit for it elsewhere.

Puzzle - This category represents the character solving a puzzle in game. It applies to elaborate traps and to unraveling the sinister plot of the evil mastermind. I should mention that I don't have that many elaborate traps in my campaign and the evil masterminds are pretty good at hiding their plots so I don't wind up handing out many points in this category.

Sacrifice - This represents heroism in the face of bad odds, putting your character at risk for innocents or helpless party members or giving up something for the greater good. This is one category in which the fighter types tend to outperform the spell casters.

Learned - This category reflects new information that the party has uncovered that is of general interest or specific importance to the plot. This is one that they get credit for almost every session.

Character - This is another point they should be getting every session because it reflects how they portray the personality of their character. Exhibiting the quirks, flaws and peculiarities of your character will always get you a point here. If you have a session where the quintessential personality of your character is captured in almost every scene, you'll get two points here.

Goal - Characters get points here for accomplishing major party goals as well as minor goals the character sets for themselves. I have the players tell me their goals in advance (or else they don't get credit for them) which gives me an indicator as to which way the campaign will likely be headed.

Social - They get credit mostly for interacting with NPC's in meaningful ways. I don't usually give credit for interactions within the party but I sometimes will if one of the characters shares a story or other details from their background that the other party members didn't already know.


I've said it before and I'll say it again: This system may not work for everyone! But I think it has several things going for it that work really well for me and the group I game with.

First, I never have to use the CR system in the DMG to figure out xp. I don't have to crack a book while I'm giving out experience because everything I need is on their sheet or in my head.

Second, it rewards the players for doing things besides combat. If some kind of encounter is important to the campaign, the players don't feel any need to rush through it to get to the combat. They know that they will be rewarded so long as what they're doing is relevant to the story, whether it be fighting monsters, conducting a diplomatic mission, celebrating the birthday of a loved one or doing espionage.

Third, it keeps the players focused on the game if they record stuff on these sheets during play. They may notice that they haven't put anything in the blank next to "Character" yet and that reminds them that they should be putting more of their character's personality into the session. If they haven't put anything in the "Goal" category yet, maybe they need to focus on what the group is trying to accomplish and not get side tracked by looting a room full of dead goblins.

Anyhow, if you have any more questions about the system, I'll be happy to answer them and you're obviously free to use it if you like.
 
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Rel

12 games to get to 5th lvl!!??

How often do you play and for how long?


For any game that is WAY to slow.

The game really dosnt start till you hit 5th lvl.

As for D&D you should hit 5th in about 6-7 games.

After that about every other to every 3rd game you should lvl.

Even at playing once every week that will almost a year till you hit lvl 15+.

With a busy life the two games I play are bi-weekly and so will take twice as long to get lvl 15+

At your rait it would be years to get there.


No fun IMO.
 

Why not just level by sessions? Forget XP or give out a set amount per session, no matter how much gets done. Maybe you level quickly for a while(1-2 sessions for levels 1 to 5, 2-3 for levels 5 to 10, 3-4 for levels 10 to 15, etc)? That would be what you are looking for, and this gives item creation people XP to play with.

Gariig
 

I will keep your method in mind Rel, but I was looking for something a bit more elegant. Sounds like you guys have something that fits in well with how you do business around there. I will put some thought into it tonight and run it by y'all tomorrow.
 


I devised a system for awarding rp xp in the early days of 3e.

What I do is, first, give half xp for combat/traps.

Then, at the end of each session, each pc may earn awards for four categories: race, class, alignment and personal. I encourage them to make their case for each category, and I try to be flexible and keep in reasonably easy to achieve. For instance, in last night's game one pc earned their rp awards as follows:

-Race: "I mentioned that even my keen half-elven senses couldn't find x."
-Class: "I talked to the other Warrior of Chaos [a prestige class native to my campaign] about maintaining my precedence over her etc."
-Alignment: "I helped that trapped guy get out of the plane he was trapped on" (CG, with a history of letting loose big bad guys by accident or carelessness)
-Personal: "I got back to my home plane after being stuck on another for some time!"

I don't allow simply using abilities to earn rp xp; so no claiming, "I used my sneak attack!" for rogue rp xp. Maybe if the pc first shadows the enemy and waits until her guard is down or something.

Each category the pc gets earns him or her 25 xp/character level; so a full award is 100/level xp. (The abovementioned character was 18th level and earned 1800 xp for getting all four categories.) I also give a fifth category's worth of xp to anyone with a prop and a sixth category's worth to anyone 'lubricating' the game- usually, helping keep the combat notes I use when writing up my story hour.

In conjunction with the FRCS xp system (award each character combat xp based on their level rather than the party's average level), I find my overall system leads to a gradual narrowing of the gap between party levels (the party I'm running spans 13th-19th level right now) without the high-level characters feeling like they're getting screwed on xp.

Oh yeah- sometimes, a character can earn more or less than a full award in a given category. For example, when Sybele rescued her daughter after many games of trying, she got double personal xp for it; and a well-painted excellent mini will earn a double award the first time it's used. But 97% of the time, it's a standard award.

Hope this helps...
 

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