Trainz
Explorer
IMC, sometimes the fights are so easy, that not a single PC suffers damage.
Sometimes, it's the other way around. It's so close to a TPK that the players look at me with something close to reproach, even though no-one is PERMANENTLY damaged.
The DM's Guide vaguely addresses the issue, but it is not satisfactory enough. What I'd like is a down and dirty number crunching way to determine if you should boost or lower the X.P. reward. Here's a suggestion:
If one of the PC's had lower than 10% of his starting HP's at any point during the fight: X.P. + 25%
If one of the PC's got into negative HP's at any point during the fight: X.P. + 50%
If more than one PC had lower than 10% of their starting HP's or got into negative HP's at any point during the fight: X.P. x 2
If only one PC was wounded during a fight, and didn't suffer more than 25% of his starting HP's in damage: X.P. - 25%
If no PC's where wounded at all: X.P. / 2
If there was no risk at all in the fight: No X.P.
Sometimes, it's the other way around. It's so close to a TPK that the players look at me with something close to reproach, even though no-one is PERMANENTLY damaged.
The DM's Guide vaguely addresses the issue, but it is not satisfactory enough. What I'd like is a down and dirty number crunching way to determine if you should boost or lower the X.P. reward. Here's a suggestion:
If one of the PC's had lower than 10% of his starting HP's at any point during the fight: X.P. + 25%
If one of the PC's got into negative HP's at any point during the fight: X.P. + 50%
If more than one PC had lower than 10% of their starting HP's or got into negative HP's at any point during the fight: X.P. x 2
If only one PC was wounded during a fight, and didn't suffer more than 25% of his starting HP's in damage: X.P. - 25%
If no PC's where wounded at all: X.P. / 2
If there was no risk at all in the fight: No X.P.