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General Tabletop Discussion
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Developing class-based XP awards
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<blockquote data-quote="howandwhy99" data-source="post: 6327558" data-attributes="member: 3192"><p>I'd be interested in reading whatever anyone came up with. I use class-based XP scoring and totals. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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). </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6327558, member: 3192"] 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. [/QUOTE]
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