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General Tabletop Discussion
*Dungeons & Dragons
Futzing With Experience Points (Exploration and Treasure for XP)
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<blockquote data-quote="Shiroiken" data-source="post: 6964472" data-attributes="member: 6775477"><p>Seems a bit... excessive.</p><p></p><p>I'd tone gold down to 10gp = 1xp, because players are already on the lookout for loot, and giving them straight xp is going to encourage them to steal everything that isn't nailed down and try and sell it (for xp).</p><p></p><p>For exploration, I'd simply let the players know that there are many areas to be explored, and that XP will be provided for exploring them. Each unexplored hex should have a CR, as should ruins and other locales. I would suggest half the xp value of the average monster found in the hex, and probably CR 1-5 for various locales, based on size and danger.</p><p></p><p>Oh, and if you do this, I suggest giving only half XP for monsters, otherwise the PCs will level VERY fast!</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6964472, member: 6775477"] Seems a bit... excessive. I'd tone gold down to 10gp = 1xp, because players are already on the lookout for loot, and giving them straight xp is going to encourage them to steal everything that isn't nailed down and try and sell it (for xp). For exploration, I'd simply let the players know that there are many areas to be explored, and that XP will be provided for exploring them. Each unexplored hex should have a CR, as should ruins and other locales. I would suggest half the xp value of the average monster found in the hex, and probably CR 1-5 for various locales, based on size and danger. Oh, and if you do this, I suggest giving only half XP for monsters, otherwise the PCs will level VERY fast! [/QUOTE]
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Futzing With Experience Points (Exploration and Treasure for XP)
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