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%

Deadguy said:
Trying to incorporate answers here to Bendris Noulg and Fenes 2:
I think Fenes responded fairly well; Our methods are a bit different, but the goal (in regards to flavor and story elements) are quite similar.

As is, though, I'm in the Low Magic Campaign thread discussing this as well. I think it's best we return this thread to its topic (that of awarding Experience Points).

:)
 

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Bendris Noulg said:
I think Fenes responded fairly well; Our methods are a bit different, but the goal (in regards to flavor and story elements) are quite similar.

As is, though, I'm in the Low Magic Campaign thread discussing this as well. I think it's best we return this thread to its topic (that of awarding Experience Points).

:)
Err, yes, apologies to Chacal, and let's give this thread a fair bump.

I see we don't agree, but I don't think this is the place to carry this on. :)
 

I go by the book.

I only give XP for CR. Saying that this means....

They get XP for

Traps they encounter and either set of and survive or disarm.
Monsters they encounter and defeat by any method, including negociation.

I give all members of the party the same XP, unless their player can't make it in which case they get a 50% share, as do any NPC's that aid the party.
 

Decide how many sessions you want it to take for the party to level up. Lets say 4. Then give slightly more than 1000 / # sessions * avg party level to each player. So, if I want the group to level up in about 4 sessions, everyone gets 300 * party level. It's simple, and accomplishes basically the same stated goal of the dmg experience system, which is to have characters level up about once a month.
 

EarthsShadow said:

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.
That 's quite interesting. Do you use Earthdawn-like amounts of xp for journals? What kinds of XP can a player expect from this ?

And I give minor bonuses for each natural 20 or 1 they roll.

Isn't it a bit random ?
Is it well percieved ? I personally dislike systems where xp is totally random because one player can feel cheated if he never rolls "the right way". I can understand why you would reward "1" though ...



Chacal
 


The system I'm implementing this campaign is story & "goal" based. XP can be earned through challenges like combats & traps, but how much XP is modified by how "relevant" the encounter is to achieving some goal.

For example, if the party has to escort a group of pilgrims through the forest, and the group is attacked by 5 orcs, then the party would probably get "full XP' (normal CR) for defeating them. If the party decides -after the fight- to leave the pilgrims on the road and go look for the orcs' hideout. Even if they encounter another 5 orcs of the same CR there and defeat them, they'd get less XP than before (25-50%). If the party did something completely counter-productive towards their goal (seeing the pilgrims safely to the town) i.e.: taking off and abandoning them permanently. Even if they encountered a higher CR creature like an ogre, they might see as little as 0 XP for defeating it!

A couple things that balance this out to prevent complete "railroading" are:

  1. The party would receive XP for getting the pilgrims to town even if there were NO combats
  2. I have had the players choose "Character Goals" for their PCs, which are incorporated into the campaign. Thus, many of the "Story Awards" are actually based on what their PCs want to accomplish anyway
  3. The story goals for a given adventure that I present -as DM- tend to be fairly straightforward so as to avoid confusion
  4. Aiding another party memeber in meeting their goals earns the rest of the party XP as well
  5. The party and individual characters should develop new goals as the campaign progresses
    [/list=1]

    I award relatively heavy for RP, mainly focussing on how consistently a character is played (and how closely they pursue their goals, race, alignment, etc.), and keeping player v. character knowledge distinct. I also employ an "If you say it- and its not just describing an action your PC is taking- then your character says it out loud" policy.

    There is also 2 end-of session XP awards voted on by group. "Best RP" and "Biggest contribution to party success." Each is worth 25 * avg. party level XP.
 

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