How do you like to get XP?

How do you like to get XP?

  • I prefer to get xp "by the book"

    Votes: 78 38.8%
  • I prefer to get xp by a DM's house rule formula

    Votes: 55 27.4%
  • I prefer to not get xp at all, but rather level up a certain times

    Votes: 35 17.4%
  • I prefer starting at 20th level and not worrying about xp

    Votes: 5 2.5%
  • Something else

    Votes: 28 13.9%

Getting xp by the book is fair but boooooring...

I like getting xp "as the DM sees fit", meaning that I'd like my DM to make our characters advance in level according to the need of the campaign.

However our DM still gives xp by the book because she finds it easier.
 

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Since the group I'm DMing now likes to do a lot of problem-solving and RP-based encounters in addition to overcoming bad guys (fight, talk them down, etc.) I made up a simple formula of:
  • If the problem/challenge/what not was solved with resources of just 1 PC (of the 4 in the group), then I award it as a CR 1 below their level
  • If the problem was solved by 2 of them, then I award it as a CR at their level
  • If it took 3 of the 4, it's a CR 1 higher than their level
  • If it took the entire party, then it's a CR 2 higher
Seems to be working pretty well and leveling us at a pretty comfortable rate for our tastes (once every 3-5 sessions - I'm hoping to cover a fair number of levels in this campaign since I had to twist some arms to start at 1st level for a change.)

Also, just for kicks, I decided to also keep track of XP with the variant (I think from UA) where you award 300 X average party level XP per session. If it's an "easier" session, award 150 X level, if it was really challenging I award 450 X level. The interesting thing is keeping track of XP with the two different methods has never been off by more than 200 XP (currently closing in on 6th level). So I'm tempted to just use the variant method and save an awful lot of bookkeeping.
 

Wombat said:
I prefer XP awards that put somewhat less emphasis on combat ... clever Feat/Skill use, good characterization, puzzle solving, social interaction, interesting ideas, etc. I also prefer all XP being handed out at the end of an adventure ... player by player....
I voted "something else" 'cause I agree with the above, except that I've found calculating separate Xp for each player to be problematic (adversarial, time-consuming, etc). My group tends to use group awards, with occasional small bonuses only when warranted.

ironregime
 

Wombat said:
I prefer XP awards that put somewhat less emphasis on combat (even though that is the core of what most people look at as D20) and rather more for non-combat situations -- clever Feat/Skill use, good characterization, puzzle solving, social interaction, interesting ideas, etc. I also prefer all XP being handed out at the end of an adventure, rather than on an encounter-by-encounter basis. At the end of the night (or a couple of sessions, if the adventure carries over) a total can be given, player by player, and then checked to see if the character goes up.
Not wanting to repeat I'm just going to use your example here wombat as my answer.

The only thing I would add though is I have seen some DM's give out XP as an incentive for out of game stuff. Not such a fan of this since it is even more nebulous and undefined as to who and what, and it can also leave some players feeling left out/penalized if they don't want to spend the extra time.

Also, only with one DM, had an issue of mysterious XP giving. A specific character would show up to the next session with more then anyone else knew about. It always ended up with 'the dm thought I should get extra XP for (insert randomness here).' There were many reasons why this probably happened, but it didn't happen often so no worries.... but that would be my only other qualifier (similar to the first one I mentioned): all XP is handed out in group time.

I have seen/heard some other XP house rules that seem to work, and I'm not opposed to new ones just like to use and play with the ones above.
 

ironregime said:
I voted "something else" 'cause I agree with the above, except that I've found calculating separate Xp for each player to be problematic (adversarial, time-consuming, etc). My group tends to use group awards, with occasional small bonuses only when warranted.

ironregime
So if a player does something cool you divide extra XP with group not just the individual? Or you like the option, but stick to the rules way mostly?

I ask because I have been in cases where adversarial issues came up, but like a less only combat XP focus.
 

I like to have a rough idea of how fast i want a party to advance, diivy up xp like that then add the occasional rewards for good roleplaying, etc. I don't really like to calculate a lot of anything.
 

I prefer mission-based levelling, or mission-based XP. The latter for its flexibility, the former for its simplicity.

The former basically goes: If you complete your mission, you gain a level. Huzzah!

The latter: If you complete the primary objective the party divides x XP, and for each secondary objective, the characters involved get y or z XP divided amongst them. Particularly abysmal failures could lead to XP penalties for those involved.

For instance:

Convince Graghbok's horde to attack the Republic of Darkhald - 10,000 XP/entire party
Eliminate the thread of Graghbok's orc horde - 5,000 XP/entire party
Destroy Graghbok's entire castle - 2,000 XP/participants
Kill Warlord Graghbok - 2,000 XP/participants
Convince Marshal F'kagh to turn on Graghbok - 2,000/participants
Convince Shaman Lord Ooglith to turn on Graghbok - 2,000 XP/participants
Destroy Graghbok's entire armory - 1,500 XP/participants
Kill Helltearer, Graghbok's t-rex mount - 1,500 XP/participants
Rescue Princess Elzabet of Lormaine - 1,500 XP/participants
Rescue Chancellor Pelman of Lormaine - 1,000 XP/participants
Kill Marshal F'kagh - 1,000 XP/participants
Kill Shaman Lord Ooglith - 1,000 XP/participants
Convince a tribal chieftain to turn on Graghbok - 1,000 XP/participants
Implicate Darkhald in the attack on the horde - 1,000 XP/participants
Steal Graghbok's battle plans - 750 XP/participants
Rescue Vice-Chancellor Greymont of Lormaine - 750 XP
Destroy Graghbok's blackpowder stores - 750 XP/participants
Rescue Lady Greymont, Elzabet's attendant - 500 XP/participants
Kill a tribal chieftain - 500 XP/participants
Rescue the other captives - 500/XP
Be caught by the orcs - -250 XP/PC
Allow Lord or Lady Greymont to die - -250 XP/participants
Implicate the Kingdom of Lormaine in the attack on the horde - -500 XP/PC
Allow Elzabet or Pelman to die - -750 XP/participants
Allow the orcs to launch their attack on Lormaine unmolested - -1,000 XP/entire party
Convince Graghbok and Darkhald to ally against Lormaine - -2,000 XP/entire party
 


Henry said:
As a player, I don't care. If the DM decides that he wants us levelling at a certain rate, then more power to him. In fact, I've even argued AGAINST levelling up before, because I was having too much fun at the given level...

You're a wierd man, Hank. :p
 

I like to use the "book" method for normal combat related experience. On top of that I award extra XPs for "above and beyond" play where a player either advances the overall storyline with their role playing or does something exceptional. It may seem to reward risk taking, but you have to survive to gain the reward. Riddle solving is tricky because it relies on the skill of the players not the characters thus I grant shares in the Riddle Xps for role playing appropriately or for players who are at least actively participating. i.e the dumb half-orc that starts taking the riddle literally or the Bard who tries to revise the Riddle to fit in with a story of his exploits that he's writing.

For unusual combat where PCs participate to varying degrees (in one case one PC decided to immediately loot each oponent he killed in a large battle so the Rogue wouldn't steal any of it) I give participation modifiers. A point five (for the looter example) mean't that he was contributing about half of what was expected and thus got roughly half experience. This also translates into slightly more for the other characters as it was a tougher fight for each of them (they would divide the total by 3.5 instead of 4). A mage who spends the whole combat with readied dispels to keep the enemy spell caster from casting would get full participation even if he never had to cast a spell.
 

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