Developing class-based XP awards

Well, 2E AD&D is my favorite pre-5E edition, and I'll probably try to run the game to feel as close as possible to it.

One of the things I really like about 2E is the idea that you're rewarded for doing the things that characters of your class are supposed to do. I hope we have a module in the DMG for class-based XP awards, but I'm not waiting until November for that: I'll build something myself, and I'll do it now!

Basically, I'd like to read other people's ideas about the kind of thing that should award XP to different characters. Beginning with the four basic classes in their 2E incarnation, for example:

- Fighters are awarded XP when they defeat opponents in combat;
- Clerics are awarded XP when they use granted powers, cast spells to advance the ethos of their deities and create magic items;
- Wizards are awarded XP when they cast spells to overcome problems, successfully research new spells and create magic items;
- Thieves (rogues) are awarded XP when they successfully use their special abilities and obtain treasure.

It's interesting that some of this stuff can be used in 5E, but I wouldn't use the rogue reward for obtaining treasure, for example, because the class has grown to represent more than that. If the majority of a thief's XP would come from treasure in 2E, I must find something else to make up for the loss of this factor.

Also, how much XP should be awarded? Characters need less XP to advance in 5E, and both clerics and wizards cast more spells than their 2E counterparts, so clearly I cannot simply use the rules as written. But how does "100 XP for use of granted power" translates to 5E? My first thought is that this represents 1/15 of the XP needed for the cleric to advance from level 1 to 2, so an equivalent reward in 5E would be 20 XP for use of a granted power. Still, I don't know if this is reasonable in the long run.

Well, is anyone else interested in this kind of stuff or I'm the only one looking for a module like this?

Cheers!
 

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To answer your last question first, I personally would not use such a module since it promotes party members trying to effectively fight each other to get the last kill if fighters getting bonus for the kill, etc. and it would make different levels of orcs within the party, and I'm not sure the list would really be fair since play styles differ and what if a fighter is going more for protector guardian rather than an offensive type fighter, and so on.

That said, in working out the xp amount, maybe the amount of xp changes based on tier (I forget off hand what the tier breakdown is but I just remember the first tier us levels 1-4. That will help keep it proportionate ( and therefore relevant) at differing levels.

Maybe ( if you want it a bit more streamlined) make it bonus xp when using a class-granted skill proficiency. Just make sure you have equal opportunity for different skills to be used.

Also remember that multi classing rules aren't official yet so whatever you have needs to stand up to that, else multiclassers will get twice as many chances for bonus xp than nonmulticlassers.
 

If you're giving out class-specific XP, you might also consider giving out XP for acting according to character ideals from backgrounds.
 

I'd be interested in reading whatever anyone came up with. I use class-based XP scoring and totals.

My advice is to think of XP gaining activities as a sphere of activity culminating in a final act. That way the players get the XP whether you knew they were seeking it or not. Also, think of the spheres as overlapping circles in a Venn diagram. In order for the class types to be functionally cooperative there needs to be an overlapping. Of course to be unique they have unique elements too. So somewhere I'd suggest a 4-circle sweet spot and generally that's resolving an Encounter with Monsters, at least in certain ways and not always through killing.

Like any shared activity, if players work together they split XP rewards. If not or N/A, then they don't. This allows each player to play their own game, but in the position where cooperation is usually the better option. Harder challenges mean more XP, but also require more help, so bringing NPCs or PCs to help is a beneficial decision. To make this fair even with the XP split I go with earlier logarithmic XP reward progressions.

Encountering (not necessarily Confronting or Combating) Monsters is very common in the game, so a good sweet spot for potential XP. Treasure OTOH is a game resource. It is a reward in and of itself, so I stay away from rewarding XP for treasure. One of the exceptions of course is the Thief who practices their role by thieving. Stealing means taking someone else stuff and while I have no problem with XP for Gold I require some fencing or trade to determine final price for anything else stolen.

Determining XP amounts for achievements isn't too hard. You need to know what you're rewarding for vs. what the XP chart totals require per level. I'd also suggest not overvaluing individual XP rewards to group rewards that get divided up. Then determine amounts based on how difficult your system is (this isn't really part of 5e, so just use pacing instead).

I breakdown actions even further by level, but I assign XP rewarding actions levels too, so it's easier. Think level 2 monster in this case. Stealing a street vendor's apple isn't getting you a gold piece. But stealing the king's crown is another matter. Casting a 1st level spell versus a 9th or Turning a skeleton vs. a lich. These too matter in terms of XP rewards.

As for crafting I treat it like magic items, the result is one's own rewards. Whether it be a new sword, magic item, spell or anything else. They are getting more powerful abilities for spending game time and other resources already. Maybe you see differently though.
 

Also, how much XP should be awarded? Characters need less XP to advance in 5E, and both clerics and wizards cast more spells than their 2E counterparts, so clearly I cannot simply use the rules as written. But how does "100 XP for use of granted power" translates to 5E? My first thought is that this represents 1/15 of the XP needed for the cleric to advance from level 1 to 2, so an equivalent reward in 5E would be 20 XP for use of a granted power. Still, I don't know if this is reasonable in the long run.

Honestly, I am against the idea. More generally, I've stopped long ago to grant individual rewards, because it's very difficult to be fair. You are already noticing how complicated it will be to setup equal rules for every class. Unfortunately, even apparently fair rules cannot account for different adventures which offer a varying number of chances to grab those XP. You will often have to adapt adventures, or design your own adventures, to make sure everyone has the same chance for those extra XP, and/or you will have to adjust your XP awards rules now and then. And to what purpose? So that every class ends up with more or less the same individual XP rewards. Scrap the whole idea of individual rewards, and you already achieve that purpose! ;)
 

I am at the far end of the spectrum on this. I tell people that they've leveled up when I think that they should go up a level. I don't even track XP anymore.
 

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