EXP - What's Your Method?

Rel's System

actually Rel, i like the sound of your system too. It wouldn't be too hard for me to mesh something like that with the point based XP we use. We already sort of do that by only allowing skills to be boosted if you've actually used them, but we could just as easily expand that to other areas, especially roleplaying opportunities. Yeah, send me what you have.

narfellus
 

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game day

and I'm a DM looking for more players in the Raleigh/Durham area? I've even been thinking about going to the NC Game Day if i can (i might have family obligations that day, damn it). We play mostly a mishmash D&D 3.5, although i did just order the 6th ed. CoC today off Amazon, not that i ever get a chance to play (my players don't like having their souls devoured by space demons)
 

Well... if you promise not to tell my players...

My actual method is to, whenever the highest level characters level, divide the amount of experience they need to gain their next level by 4, and then award that much at the end of each session (which actually tends to be given at the start of the next because several players pack up quite quickly to leave - which almost offends me some days). I use a bit of fudging for the lower level characters, but generally they get 10-20% more than the highest level folks.

Of course, I still try to present challenges and encounters roughly worth that much experience to the party, but this method is a bit faster and looser (which I like) and allows me to plan stuff further in advance (because I know roughly when I intend to level the party - offset only by them potentially making magical items and using other experience dumps)
 

I use a system much like the one presented in HARP. Everything is based off of goals. There are two types (group and personal) and two levels (minor and major). Based on the difficulty of one of those (i.e. anywhere from completing a minor personal goal to a major group goal) a character is awarded an experience award.

Difficulty is an arbitrary DM call and is listed in various forms. I just have it set up as a single table (four columns for the goal types and something like eight rows for various difficulty levels). Fights are always considered at least a minor goal of some type.

An interesting thing about this system is that it is designed for you to determine difficulty after the fact. One of the things that D&D xp system does poorly is take into consideration all elements of the encounter (as it only looks at comparative CRs). A water elemental is a very different monster to fight based on the environment and circumstances of where it is encountered.
 

While I am apparently in the minority (at least as far as this thread goes) I award XP after each encounter based on the CR table on or about page 37 of the DMG. I also give a story award after the completion of a plot/storyline/quest. Those are usually about 50xp/average party level, and are given out about once every three to five sessions.

I also give out pente stones to individual players as 'role-playing' awards (I call them that, but I basically give them out for anything that the player does that makes the game more fun-for everyone). These can be used one of two ways;
1. Die Bump, one stone = +1 on any die roll (this actually changes the roll of the die, therefore a 1 becomes a 2 and not an auto-miss)
2. XP Bump, at the end of a session, the stone can be turned in to gain a %10 bonus on the XP earned that session.

It's interesting that even though we occasionally have sessions where quite a bit of XP is earned, the stones are almost always held onto and used to bump die rolls. I guess they'd rather hit the monster or make a save than level faster :)
 

I pool all XP into a single pot which is made up of creature XP and a roleplaying which I arbitrary set based on how the session goes. I use the modifiers for XP quite often, ie if the fight went way to easy I modify creature xp by .5 or .75. If it went way hard, the party fought good, used tactics, or something else I might use the 1.25 for a particular creature (that doesn't happen much).

Then all this XP is put in a single pool and half of it is divided equally among all players. The other half is split on how I see fit. The best players (roleplaying, knowning rules, keeping the game moving, encouraging others) get more of this chunk then the others (argue alot, don't know the rules, wander from the table, etc). Now it is a bit complex but I keep it all on a spreadsheet and most of it set up into formulas. The nice thing is I maintain the party's xp. I can go back through the whole history of the campaign and see where the XP spiked. I have a great feel of what the party is capable of and how soon they will get more powerful.

Last campaign I did not tell them their xp, I just told them when they leveled and such. This time I share with them the total, but still everything is based off my spreadsheet. If they spend xp they let me know and I deduct it. There is never any confusing on if they forgot to add xp or not. It has worked out very well for the group.

-Bernie
 

My sister is similar to RangerWickett's. I usually level them after 3 games or so. Whenever I feel it is appropriate.

And then, I just say, "ok, everyone is 12th level now". I keep everyone at the same level.

In fact, I have completely, and totally abolished the very concept of XP from my campaign. Magic item creation does not use them, and spells that once required XP costs do not rely on them. The concept of XP is completely foreign.

If anyone is interested in knowing how I did it, drop me a line.
 

Narfellus said:
actually Rel, i like the sound of your system too. It wouldn't be too hard for me to mesh something like that with the point based XP we use. We already sort of do that by only allowing skills to be boosted if you've actually used them, but we could just as easily expand that to other areas, especially roleplaying opportunities. Yeah, send me what you have.

narfellus

Sorry I didn't get back to you sooner, Narfellus. The e-mail notification being turned off has caused me to lose track of a few threads over the last couple of days. I'll try to send you something in the next day or so.

And please come to the game day if you can. I guarantee you'll have a good time and meet lots of neat people. And we've had several people form/add folks to groups this way so maybe you'll be able to scare up some players too.
 

Rel said:
I've posted the method that we've developed several times in the past but I'll just give a brief description here. If anybody wants more details, I'll be happy to post them or send them via e-mail.

Basically each player has a chart with several categories on it and a blank line next to each one. The categories are things like Combat, Magic, Character, Goal, Sacrifice, Social, Skills, etc. (there are about 10 categories total). As the session progresses, the players will jot down very brief notes in the various categories when their character does something related to that category.

At the end of the session, they hand the sheets to the GM and he runs down the list, placing a (or sometimes more than one) "tic mark" next to each category the character has fulfilled. He then adds up the tic marks and multiplies them by a multiplier based on the character's level (I usually use 50+(current character level x 15)).

The benefits we've realized from this system are several:

First, we never have to calculate XP based on the tables in the DMG. Even more importantly, the game is not driven by combat. If a session goes by that was focused exclusively on political maneuvering or information gathering and contained no combat, we can still easily calculate XP using the same system.

It also has the added benefit of focusing the players on the game, their goals within the game and the roleplaying of their character. If they look at their XP sheet halfway through the session and see they've written nothing under Character or Goal, then they try to focus more on bringing their character's personality into the game and pursuing the personal and party goals of the character.

We've used this system for years (including back when we played Rolemaster, whose XP system is FAR more complicated and cumbersome than D&D's ever was) and it works great for our group.

I would be interested in more details. Please post or email to me at meaneyedcat21@peoplepc.com. Thank You-
 

I've been rating players at 50*Level/75*Level/100*Level per 'encounter' which could be a pure roleplaying event as I want them not to have to rely on purely combat encounters. So they're either below average, average or above average for that 'encounter'. It's very arbitrary but so far it seems to be working out, granted they've just made second level...

I'm going to have to come up with something new if someone get's killed and re-enters the game at a lower level...

The party have a lot of NPCs with them and I wanted to get away from the 'leave all the NPCs behind and run ahead and grab the Exp' syndrome.

Hopefully I can adjust Exp up and down for easier/harder encounters...
 

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