How do you award XP?

How do you award XP?

  • By encounter, sticking fairly close to my edition's XP rules.

    Votes: 28 30.1%
  • By encounter, loosely following edition rules or using my own method.

    Votes: 8 8.6%
  • By session

    Votes: 37 39.8%
  • I don't use XP. We level when it seems about right.

    Votes: 36 38.7%
  • Other

    Votes: 7 7.5%

In practice, (in games played or GM'd) xp is awarded "per session".

My preference, however, is "when it seems about right", which roughly means "at the end the campaign arc"
 

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Then XP is being assigned to the wrong objectives.

How would you assign point value to player enjoyment?

How to you award points for characters role playing, shooting the breeze, and plotting and planning?

Most systems award alot more points for monster kills than further exploring a dungeon that was just taken, and plotting a way to remodel and defend it.

Or playing a practical joke on another character?
 

How would you assign point value to player enjoyment?

How to you award points for characters role playing, shooting the breeze, and plotting and planning?

Most systems award alot more points for monster kills than further exploring a dungeon that was just taken, and plotting a way to remodel and defend it.

Or playing a practical joke on another character?

Bonus Action Die - 25 Base XP (in play this would be multiplied by adventure's threat level, which is the average party level plus a modifier representing the difficulty of the adventure, -2, 0, +1, +2, and +4 are possible values) covers roleplaying, the practical joke, and other moments of cool and mirth at the table. The XP is nice, but the die itself is a significant reward too.

As for the dungeon, as an example:

Exploring the Dungeon:
a) Explore 25% of dungeon: 50 XP
b) Explore 50% of dungeon: 100 XP
c) Explore 75% of dungeon: 150 XP
d) Explore 100% of dungeon: 200 XP

You could also base objectives on amount oif treasure recovered, have an objective like "Sneak past goblin guards" worth the same as the guards themselves (so the PCs get X for killing the guards, or 2X for sneaking past them).

Turning the dungeon into a fortress for the PCs isn't directly worth XP in Fantasy Craft, primarily because holdings give other benefits. Nothing prevents you for setting milestones in the holding's development. As for planning, it's not really XP worthy since there's no risk, and they tend to reward themselves in the system.
 
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I used to do absolute ad hoc XP, but I decided that there was no real benefit and just went to ad hoc leveling. My feeling on XP is that by using the system you get one of two outcomes: either the numbers get you what you already were going for (leveling at whatever rate you feel approprate) or they don't (leveling at the wrong times). Why not just cut out the middle man and level the characters whenever I know I want to?
 

During a session I keep notes of CRs defeated or overcome in each encounter and then at the end of the session I calculate the total according to the rules. Is that by session or by encounter?

LOL I enabled multi-voting for people like you :p

Whichever you feel is more appropriate but from what you described, perhaps by encounter since it is clearly based on the encounters and sounds like it follows the XP as a function of CR per encounter rules.
 

I used to do absolute ad hoc XP, but I decided that there was no real benefit and just went to ad hoc leveling. My feeling on XP is that by using the system you get one of two outcomes: either the numbers get you what you already were going for (leveling at whatever rate you feel approprate) or they don't (leveling at the wrong times). Why not just cut out the middle man and level the characters whenever I know I want to?

Kind have been pondering that very point myself after I created the poll. I guess the reason to offer the experience is two-fold:

  1. It gives the players a better idea where they stand with respect to a level advancement. You can certainly make a case that they shouldn't really know but it is one of those meta things players do care about so why not share.
  2. The session award allows/forces us to assess that session against a nominal award that is set by the expect sessions-per-level progression.
I guess put another way (for us), while we generally do have a sessions per level target (typically set by the ref but socialized with the players), if the players persistently perform above expectations, they could for a time or even indefinitely achieve a higher level advancement than had been planned.

Our methods are pretty simple, if we assume X sessions per level and you need Y XP to attain that level, then for that level your nominal XP award is Y/X and if you play exceptionally well you get better than Y/X, poorly and you get less than Y/X, about normal and you get Y/X. The ref typically proposes a rating (you do well, normal, below normal), the players agree or make a case for a different assessment and the XP is finalized for the session.

There generally isn't a whole lot of discussion. Usually the players agree with the ref; sometimes they don't but the ref will almost always say, "yeah, you are right" when they present their case and off we go.
 

I always award XP before leaving the table BTW, so the players get their reward at the end of the game, rather than by email later. I treat it as a reward mechanic for achievement, which is by RAW (unless you count DMG2's XP for roleplay-per-se); usually achievement in 4e = killing things/defeating Encounters, but I'll be generous with Quest XP for achievements the regular rules don't cover.

Fortifying a dungeon as a base sounds like an achievement, so I'll give XP for that. No XP for shooting the breeze or planning, though. The former is its own reward. The latter is directed towards a future achievement; if it helps the players achieve a future goal then they get XP for that. If it's a waste of time - possibly a sign of turtling/refusing to engage - then no XP. 3e at high (11+) level encouraged hours of tedious planning by some players; 4e seems a lot better that way.
 

For years (pretty much all my 25 yrs as a DM) I had been awarding monster XP 'by the book' with an individual 'bonus' for each player depending on how well they each role-played. This led to some disgruntlement however when some players started comparing XP and wondered why they werent getting a lower amount since, they reckoned, "I Role Played better than, or as good as, him". I recently canvassed re my players opinions about their overall campaign preferences (including methods of awarding XP/Levelling) and they said, almost unanimously, that they would prefer if we ditched the 'awarding' of XP after each session and that I (as DM) just decided when they should level up. I'm cool with that, and if thats what they like then thats what I'll do from now on. :cool:
 

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