How do you award xp ?

How do you award XP ?

  • If it hasn't a CR/EL, I don't give XP

    Votes: 12 10.0%
  • I'm not using CR/EL

    Votes: 12 10.0%
  • I handwave XP for everything

    Votes: 22 18.3%
  • I handwave XP for everything but combat

    Votes: 21 17.5%
  • I use mainly story awards

    Votes: 22 18.3%
  • I use few story awards

    Votes: 44 36.7%
  • I don't use story awards

    Votes: 3 2.5%
  • I give XP as soon as the encounter is over

    Votes: 8 6.7%
  • I give XP at each session

    Votes: 75 62.5%
  • I give XP every N sessions

    Votes: 9 7.5%
  • I just give levels

    Votes: 13 10.8%
  • I give all members same XP

    Votes: 36 30.0%
  • I use individual XP awards

    Votes: 48 40.0%
  • This poll lack option, I'll explain my case

    Votes: 13 10.8%
  • I give lemon curry instead

    Votes: 12 10.0%

Last campaign I gave CR based XP for encounters and traps. I also used story/goal awards and the occassional individual award. Next campaign I'll probably come up with a different system.

Sorry, wasn't sure what to check on the poll so I didn't vote.
 

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Zappo said:
I figure an amount based on the length of the session. This is the same for everyone. I multiply it by a factor, assigned individually between 1.00 and 2.00 which depends on good ideas, effective tactics, dramatic actions, and good roleplaying.

Does it make big differences between PCs in the long run ? Are the differences always well accepted by the players ?



Chacal
 

Walter_J said:
Last campaign I gave CR based XP for encounters and traps. I also used story/goal awards and the occassional individual award. Next campaign I'll probably come up with a different system.
Care to share your impressions and what you're inclined to change next time ?



Chacal
 

It varies with the overall tone and effect I'm trying to create with the campaign. At the moment, Challenge XP by level, with a collective group RP award and story awards tacked on.
 

I make a number for XP based on what the PCs accomplished during the session. Winning big fights earns more XP than chasing a wimpy monster all night. I generally give the same XP to each player, but I'll sometimes penalize people (you don't show up, your character gets less XP) and I would consider giving moderate bonuses in certain situations. XP is either awarded at the end of one session or at the start of the next.

I'm lazy, so I don't like consulting all the charts and stuff to get XP figures.
 

I give XP based on the challenge the party have to overcome, either in combat and/or by roleplaying. In general I give more story XP than combat XP.

I don't use EL/CR, but a difficult combat will give more XP than an easy one.

Everybody in the party gets the same XP, it's far to easy to play favorites when giving individual XP. OTOH I tend to reward players with interesting plots and/or items for good ideas/interesting backstories/feedback.

.Ziggy
 

I give a baseline of 25 XP per hour of play per character level. If there's a lot of combat that session, I'll give 50 instead of 25 (same if they solve some major dillema through roleplaying well.)

I then dock XP for being late, add XP for an individual's good roleplaying, that sort of thing.

The system is easy, simple, and the PCs know they don't HAVE to kill EVERYTHING - they can roleplay, tend to their sick elf neice, whatever. It also keeps them levelling at a fairly predictable rate, which has benefits for me as the DM in planning the overall campaign.
 

I use several of the above methods...

CR/EL: I give 2x the award listed. Of course, combat is a secondary story element most of the time, so the increase isn't noticed.

Story Awards are given.

Experience at the end of an adventure or (if a lengthy quest) at the end of a "phase".

Individual Awards are awarded as appropriate.

The poll needs a mix & match option...;)
 

Originally posted by Fenes 2

Magic items, again, will probably not cost exp but rather exotic components, and in any case, as a DM I take a look at the individual characters including their gear when balancing, not just at the amount of treasure they once got. That means that if a spellcaster builds himself a magic item I either expect him to build some for his comrades as well, or just give out some balancing items to the rest of the party.
I am not sure whether it is intentional, but it seems that here you've put in place two factors which will ensure that no-one is ever likely to regard Item Creation feats worthwhile.

Firstly 'exotic components' means that the facility to create magic items will lie in your hands as DM. Depending on how you handle it, it would esnure that no item is ever created that you don't specifically approve of.

Secondly, if the Item Crafters are oblged to craft for the rest of the party, that's likely to serve as a big disincentive. That is unless the acquisition of components and the time needed to craft items are just handwaved away.

You could save yourself more work by simply making item creation a no-no for PCs, however. It has the benefit of being clear and explicit rather than a general statement of intent.

Just my thoughts having talked this same thing through with another DM who preferred a lower magic setting and didn't award XPs.
 

I don't use the standard CR system at all, I use one I got from someone else along time back and a lot of it is based on individual effort and how much the person wants to put into his character, and how much the character does towards the story and character goals.

I also give xp for players that write character journals from the characters viewpoint, the amount dependant on how much effort the player puts into it.

And I give minor bonuses for each natural 20 or 1 they roll. I keep track of this and of course give this to them in their total, so they don't really know that I do this, but sometimes those that happen to 'learn' from either a great hit or a critical 'miss' tend to get slightly more xp than those that don't.

I do give bonus xp depending on how challenging the encounter is to them, but not using the CR. Basically, if its really easy, then they don't get a bonus. If its really challenging and they survive and defeat the opposition, then they get a bonus.

Basically, the more the player puts into his/her character, the more they end up with in the end, and the more they advance. For players that don't put the effort, it shows after a few gaming sessions.
 

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