How do you calculate XP?

DMs - How do you calculate XP?

  • Using the method in DMG 3.0

    Votes: 13 9.4%
  • Using the method in DMG 3.5

    Votes: 59 42.4%
  • Some other algorithm using CR/EL (please explain)

    Votes: 4 2.9%
  • Story based XP awards

    Votes: 30 21.6%
  • Other (please explain)

    Votes: 33 23.7%

orbitalfreak said:
I use the method from 3.5. This was the method introduced in the FRCS, and I switched to that style when I saw how it benefitted lower-level characters and helped them catch up.

I must have glossed over that when I read the relevant section of the FCRS. Great book. Haven't had a chance to play or run a game in it yet though.
 

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Christian Walker said:
I find the xp awards in 3.0 (and I assume the same goes for 3.5 ) to be far too generous. While those who designed the game tinkered with the system until it would produce 20th level characters, that is not my style of play. Therefore, I roughly halve all xp awards. Slow growth it is.

I think it's supposed to be like 11 2/3's encounters in order to level. Seems like it happens quicker than that though.
 


JoeGKushner said:
Unless I'm mistaken, and I just noted this in my BESM d20 review, this is taken from the Forgotten Realms Campaign setting. This is the method I use normally.

In the case of the higher level characters feeling cheated, well, tough. No reason for them to feel cheated at killing 1st level orcs who posed no threat to them. Go get some real adventure or realize that you're babysitting.

This type of game has the Dragonball Z syndrom where the little guys will get the snot beat out of them by anything powerful enough to challenge the big fighters but hey, eventually, those little guys, well some of 'em, will be able to hang with the big dogs.
 

I've never been happy with the standard EXP rewards system in D&D. Some time ago I saw an alternate system posted in the House Rules Forum and decided to manipulate it to my own liking. The results have been positive; less focus on killing things, more focus on character development.

The system works by awarding points for various aspects of play. Two macro categories, Group and Individual Rewards, are subdivided into various other categories, which are further broken down into specific rewards and their Point Value. The main categories are as follows:


----------------------------------------------------------
GROUP REWARDS

Combat (per combat, based on the encounters difficulty)
Information (Learning new information; unravelling or 'solving' some piece of plot or a mystery)
Goals (From short term / minor goals to major campaign goals)
Planning (Self explanatory - I like to make my players brainstorm!)


INDIVIDUAL REWARDS

Sacrifices & Challenges (facing greater challenges or putting yourself at risk; heroism)
Spellcasting (Effective and innovative use of spells
Thinking & Planning (solving some riddle or conundrum, or masterminding an elaborate plan)
Skills (making good use of character skills)
Character (exhibiting character quirks & flaws)
Goals (accomplishing minor or major individual goals)
Social (interacting with NPC's (or sometimes PC's) in character)
OOG (contributing OOG material to the game (painting miniatures, useful knowledge, etc.))

----------------------------------------------------------


After awarding points, I apply them to the following formula:
EXP = Points x (40 + (10 x PC level))

I calculate the Group Rewards and the Individual Rewards separately, using the average party level for the Group calculation. This allows the lower level PC's to move up faster, but doesn't completely stifle the advancement of the upper level PC's. This creates a nice progression, never too fast, never too slow, and the formula is easy enough to manipulate so that DM's can customize it to their preferred rate of advancement.

And, of course, I built a spread sheet to do all the calculating for me. :-)

If anyone is interested in seeing more, let me know. I'll post whatever you like.

Dr. Dan
 

I ran a campaign a few years ago where I used a complicated story based method, which I think is still listed on my fahla site...

Now I want to see what will happen if I run the game straight, by the book, 3.5.

So for my upcoming game I've told the players that I will simply open my rulebooks, read what's inside, and apply it - like or not.
 

In my SL campaign I want my PC's to level about once per 2 months so I calculate the xp needed for next level and divide that number by 54 (2 months) and give a fixed ammount per day. this lets the PC's continue to advance without using the extreemly rapid 3.0 advancement rates. so the smalleer CR monsters stay a bigger threat longer.
 

There's a new alternate method in the DMG 3.5: 300 x.p. per level. I will use this, plus a story award at the end of each module (Not game session).

Much less hassle, and the progression amounts to the same thing.
 

I use the 3.5 system, but award half the xps for combat/challenges, then add rp and bonus awards equal to 25 x character level for each of six categories: class, race, alignment, personal, prop and 'lubricating the game' (i.e. helping with my note taking, etc.)
 


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