How do you handle XP?


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I tend to DM roleplay heavy campaigns, so to encourage roleplaying I give 0 xp for killing monsters. I calculate how much they should have received for encounters, and then deal out the xp that makes sense. If players stayed true to their characters, it's more xp. Goofing off yields significantly less.
 

Gaiden said:
How about it?

Do you use FRCS, UA, standard DMG?

Anyone have a system that actually makes sense?

I think giving XP to players is dependant on ALOT of variables - one of which is the GM him/herself !!!

For my part, I try to stick with the GM's guide - with modification to the "difficulty" of the task. Harder tasks will see an increase in the XP given out, while easy tasks will see a decrease.

I find that Giving RolePlaying XP is much harder than "monster" XP. But to be honest I try to be FAIR to my players, and I don't worry if they got too much or too less - it evens out in the End.
 

FRCS is standard DMG in 3.5. :)

We use that system basically, altho we halve all combat XP and then round up/down somewhat. We also give ad hoc XP for clever planning and reaching story goals, and some for that other stuff that doesn't got covered yet.

We don't give XP for roleplaying, as that is no experience of the character, it's just fun for the players and fun is enough of a reward. Giving roleplaying XP to the character would be metagaming. :p

Also all characters get the same XP (modified by level as in the FRCS/3.5 system, of course), generally. :)

Last session my Sorceress just reached 9th level with precisely 36,000 XP (that's pretty rare, we usually have rather odd numbers)! :D

Bye
Thanee
 

when i started DMing I used to calculate every bit of xp from the xp chart in the DMG (Id add up all the CRs then divide the XP among the party).

I stoped doing that some time ago

now I give everyone a base amout of xp just for being there (like 200-300) then I'll add on a few hundred for combat that seemed difficult for them. On top of that I award XP to people who roleplay well, which on average grants more xp then just defeating creatures in combat.
 


Personally i do it similarly to Ibarm. So i "wing it". In general i keep a close eye on the XP my players have and i award XPs so they basicly lvl up when i want them too *eg* For mayor encounters i still calculate the XP by the DMG so i have an amount that is appropriate and dont give to few XP. I tend to give more in the beginning, relatively speaking, so the first few levels go by faster but that amount doesnt change much during the course of a campaign so later on it takes longer to advance. Like mentioned above mayor encounters are the exception. Also i tend to give more XP for roleplaying, and less when they just go at it kicking in doors.
 
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I give them the XP they need to level up when I want them to. So if I think they should go from 6th to 7th lvl (which takes 6000 XP each) in six sessions, they get 1000 XP per session. Simple.
 

What about giving players/characters different amounts of xp for the same game session? I have been in campaigns that gave everyone the same xp (as in the game I run now), and I have also been in campaigns where characters receive different amounts based on their own accomplishments, roleplaying efforts, and DM whimsy.

Any thoughts on the pros and cons of awarding the same amount to everyone vs. giving each character different xp?
 

The people who get less XP think the DM is playing favorites.

IMHO it's can be divisive. The 'reward' for good roleplaying is everyone at the table having more fun. Why throw in imbalances and risk potential bad feelings in the game? Why does there have to be some tangible reward for having more fun?
 

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