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How do you award xp ?
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<blockquote data-quote="kengar" data-source="post: 647537" data-attributes="member: 3230"><p>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. </p><p></p><p>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!</p><p></p><p>A couple things that balance this out to prevent complete "railroading" are:</p><p></p><ol> <li data-xf-list-type="ol">The party would receive XP for getting the pilgrims to town even if there were NO combats</li> <li data-xf-list-type="ol">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</li> <li data-xf-list-type="ol">The story goals for a given adventure that I present -as DM- tend to be fairly straightforward so as to avoid confusion</li> <li data-xf-list-type="ol">Aiding another party memeber in meeting their goals earns the rest of the party XP as well</li> <li data-xf-list-type="ol">The party and individual characters should develop new goals as the campaign progresses<br /> [/list=1] <br /> <br /> 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.<br /> <br /> 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.</li> </ol></blockquote><p></p>
[QUOTE="kengar, post: 647537, member: 3230"] 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: [list=1] [*]The party would receive XP for getting the pilgrims to town even if there were NO combats [*]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 [*]The story goals for a given adventure that I present -as DM- tend to be fairly straightforward so as to avoid confusion [*]Aiding another party memeber in meeting their goals earns the rest of the party XP as well [*]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.[/list] [/QUOTE]
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