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Does defeating an NPC's cohort grant additional XP?
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<blockquote data-quote="FireLance" data-source="post: 2652971" data-attributes="member: 3424"><p>I would consider this to be a flawed example <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. A gnoll is CR 1, but an ECL 3 character (2 humanoid HD +1 LA). G'ther, with a Leadership score of 15, can only attract 1 gnoll follower. Let's try this again using humans.</p><p></p><p>Gunther Stoneleaf, 9th level Human Sorcerer (feat leadership 14, Cloak of charisma +2, Chr 20)</p><p>- Apprentice Tethe Yeeks, 7th Human Sorceror (feat leadership 11, Cloak of charisma +2, Chr 19)</p><p>-- Under apprentice Rithik Wargrinder, 5th Human Sorceror</p><p>-- 6 Human Fighter 1</p><p>- 1 Human Favored Soul 2</p><p>- 15 Human Fighter 1</p><p></p><p>No xp for cohorts and followers: 900 xp each</p><p>XP for cohorts and followers: 2625 xp each</p><p></p><p>This has to be done for 8th-level PCs, though, because 9th-level and up PCs don't gain XP for CR1 opponents. For 9th-level PCs, the disparity in xp works out to:</p><p></p><p>No xp for cohorts and followers: 675 xp each</p><p>XP for cohorts and followers: 1237.5 xp each</p><p></p><p>But really, at the end of the day, it's an academic exercise because each individual DM will define his own risk/reward ratio. If a DM wants to increase the risk and reward less, he can always send the PCs against opponents that are at the higher-end of the CR, or opponents that are specially designed to take advantage of the party's weaknesses. If a DM wants to reduce the risk and reward more, he can send the PCs against opponents at the lower end of the CR, or opponents that are especially vulnerable to the party's strengths.</p><p></p><p>Consider the extreme example on the opposite end of the scale. A 1st-level PC is on a solo adventure. The DM knows he has at least 12 hp (e.g. he's a barbarian, or a fighter or paladin with 14 Con). The minute he opens the first door of the adventure, he gets hit with a <em>fire trap</em> cast by a 7th-level wizard which deals 1d4+7 points of fire damage (DC 16 Reflex half). Even if he fails the saving throw, the trap deals at most 11 hp of damage, so the PC will certainly survive. A wizard's <em>fire trap</em> is a CR 5 trap, so the 1st-level PC earns 1,800 xp for surviving it and immediately earns enough xp to make a level. If he does it again in a week's time, he earns enough xp to make it to level 3.</p><p></p><p>A Dungeon of Infinite Fire Traps could make a pretty good xp mill for a low-level PC. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="FireLance, post: 2652971, member: 3424"] I would consider this to be a flawed example :). A gnoll is CR 1, but an ECL 3 character (2 humanoid HD +1 LA). G'ther, with a Leadership score of 15, can only attract 1 gnoll follower. Let's try this again using humans. Gunther Stoneleaf, 9th level Human Sorcerer (feat leadership 14, Cloak of charisma +2, Chr 20) - Apprentice Tethe Yeeks, 7th Human Sorceror (feat leadership 11, Cloak of charisma +2, Chr 19) -- Under apprentice Rithik Wargrinder, 5th Human Sorceror -- 6 Human Fighter 1 - 1 Human Favored Soul 2 - 15 Human Fighter 1 No xp for cohorts and followers: 900 xp each XP for cohorts and followers: 2625 xp each This has to be done for 8th-level PCs, though, because 9th-level and up PCs don't gain XP for CR1 opponents. For 9th-level PCs, the disparity in xp works out to: No xp for cohorts and followers: 675 xp each XP for cohorts and followers: 1237.5 xp each But really, at the end of the day, it's an academic exercise because each individual DM will define his own risk/reward ratio. If a DM wants to increase the risk and reward less, he can always send the PCs against opponents that are at the higher-end of the CR, or opponents that are specially designed to take advantage of the party's weaknesses. If a DM wants to reduce the risk and reward more, he can send the PCs against opponents at the lower end of the CR, or opponents that are especially vulnerable to the party's strengths. Consider the extreme example on the opposite end of the scale. A 1st-level PC is on a solo adventure. The DM knows he has at least 12 hp (e.g. he's a barbarian, or a fighter or paladin with 14 Con). The minute he opens the first door of the adventure, he gets hit with a [I]fire trap[/I] cast by a 7th-level wizard which deals 1d4+7 points of fire damage (DC 16 Reflex half). Even if he fails the saving throw, the trap deals at most 11 hp of damage, so the PC will certainly survive. A wizard's [I]fire trap[/I] is a CR 5 trap, so the 1st-level PC earns 1,800 xp for surviving it and immediately earns enough xp to make a level. If he does it again in a week's time, he earns enough xp to make it to level 3. A Dungeon of Infinite Fire Traps could make a pretty good xp mill for a low-level PC. :p [/QUOTE]
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Does defeating an NPC's cohort grant additional XP?
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