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%


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Sam said:
My group has some variety in the level distribution. Lowest level player is 6th, highest is 9th (nearly 10th). I calculated XP using both methods. Under the old method for last night's gaming session, each player (before role-playing adjustments) would have received approx. 2800 XP. Under the new method, the two 9th level players get about 850XP and the lower level players get between 3k & 4k Xp.

I'm kind of on the fence here. The group overcame a bunch of CR 1 monsters (16 human fighters, 6 gnolls, 7 troglodytes), and it really wasn't a tremendous challenge for the 9th level mage to fireball them into oblivion. But under the new system, the 9th level characters get no XP for the CR1 creatures, while the level 6-7 guys get 200/#ofPCs each. This will serve to balance out the party faster (which is desireable), but I'm concerned that the higher level characters will start to feel cheated.

This actually came up yesterday, and I was the affected player. Our group ranged from 7th to 9th level, and we were facing a group of 40 War1. I was playing my 9th level necromancer, and according to Wizards, I should have received no XP. They weren't much of a challenge for us, but I did quite a bit of heavy lifting (or, should I say, my animated skeletons and my ring of telekinesis did quite a bit of heavy lifting). I managed to have the GM agree that four CR 1/2 monsters could count as a single CR 2 monster, so I gained about 56% of the XP of the 8th level characters.

Irritating. It's not like I had much of a choice in this, having orders from a superior. Darn bureaucrat almost cost me XP were it not for my own Diplomacy roll! It swings both ways.
 

I use a combination of xp for combat and a checklist that I have. The things on my check list are:

1) Attendance;
2) Combat;
3) Snacks;
4) Location;
5) Roleplay;
6) Humor;
7) Idea(s);
8) Background;
9) Prop(s) (i.e. Minis, maps, etc.);
10) Campaign Development; and
11) Miscellaneous.

Each time a player does something he gets a check (i.e. brings chips). Each check is worth 100 xp. Depending on the adventure, PCs get from 800 to 3000 xp after everything is added up.
 

Morpheus said:
I use a combination of xp for combat and a checklist that I have. The things on my check list are:

1) Attendance;
2) Combat;
3) Snacks;
4) Location;
5) Roleplay;
6) Humor;
7) Idea(s);
8) Background;
9) Prop(s) (i.e. Minis, maps, etc.);
10) Campaign Development; and
11) Miscellaneous.

Each time a player does something he gets a check (i.e. brings chips). Each check is worth 100 xp. Depending on the adventure, PCs get from 800 to 3000 xp after everything is added up.

Not looking to criticize anybody for the way they do things, but do you think it's appropriate to give out XP for Snacks, Props & Humor? I know that they help the game out and all, and make it more fun, but should that player's character advance faster because of it? I can see more XP for background, roleplay, campaign development, and other things that further develop the character or the game. Just not those that (though important) don't further the "in-game" situation.
 

Sam said:


Not looking to criticize anybody for the way they do things, but do you think it's appropriate to give out XP for Snacks, Props & Humor? I know that they help the game out and all, and make it more fun, but should that player's character advance faster because of it? I can see more XP for background, roleplay, campaign development, and other things that further develop the character or the game. Just not those that (though important) don't further the "in-game" situation.

Don't further the "in-game" situation? Perhaps, but I'm a big believer in the "We're here to have fun" theory of gaming and if the players do things to increase that, they should be rewarded. Painting a mini and using it for the game (Prop), bringing snacks for everyone and using humor during the game increases their involvement and everyone's enjoyment.
 

Morpheus said:
Don't further the "in-game" situation? Perhaps, but I'm a big believer in the "We're here to have fun" theory of gaming and if the players do things to increase that, they should be rewarded. Painting a mini and using it for the game (Prop), bringing snacks for everyone and using humor during the game increases their involvement and everyone's enjoyment.

Again, I wasn't looking to come down on anyone. This is a game we play, and we are doing it for fun, so I'm with you on the "We're here to have fun" theory. Just wondering if it's "fair" to give the guy who brings the snacks each week an "in-game" benefit. If your group has no problem with it and it's been working for you, great.

All my players bring snacks/props/etc., some more than others. We joke around and have fun before and during the game. That's all part of the reason we get together and spend our Friday nights with each other. I'm still not seeing the connection between snacks & minis to effective level increases.
 

Hmm, I guess my method is pretty much 3.25 - a bit from each.

I use the encounter level rather than the CRs of each creature, then go by character level individually, dividing by the number of active characters. (Both PC and NPC.)

At the end of the adventure there is generally a story reward if they did well.

The Auld Grump
 


I use the FR/3.5 method, plus attendance rewards (ECL*100 to each attending character per session) plus story completion rewards. It works out well for my two groups.
 

Sam said:
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.
13.33

And it's usually a bit quicker at lower levels and a bit faster at higher levels.
 

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