Infinite XP Machines (respawning foes & XP)

I would approach it one of two ways.

Option 1: Give them 0 XP the first time, but full monster xp the 'last/final' time.
Reasoning: You could argue that the spirits aren't being defeated, in which case the PCs would get 0 xp until they are able to utterly destroy the undead (in such case, I would make them worth "normal" monster XP; call them regular monsters but with only 1 hit point, and the power "Daily Revivification: At midnight the spirit warriors regenerate back to max hit points. If the spirit warrior received radiant damage, this power no longer functions.")

Option 2: Give them xp the first time, and minor quest reward xp the last/final time.
Reasoning: you could argue that they aren't defeated, but the PCs did overcome the encounter threat. In which case, I would say to give XP the first time, but not subsequent times (because subsequent times, the PCs KNOW that the undead spirits are less of a threat compared to their skill... i.e. minions. And then give a minor quest reward for the permanent radiant destruction of the spirits. Disclaimer: I would not use this justification if they aren't minions, since not being minions makes them more of a variable threat each time).


Basically, my point is, just remember, the moment they stop being "reasonable threats" to the PCs (be it by virture of tactics/skill/forehand knowledge) then they turn in to a 'bag of rats' which are not worth any xp. So you would give them xp either the first time they kill them, or the last time they kill them with radiant damage, but only one or the other -- that's how i'd do it anyway.

Personally, I lean towards option 2. But I'd also take in to consideration the chance of the PCs even encountering the situation a second time. if I have strong reason to believe that the PCs would never go back there again (i.e. they'll be far removed/busy with other things/etc) then I'd instead go with option 1.

Of course, I don't give out XP after each encounter, I give it out per session, so I could fiddle with it depending on how they ended up acting.

...

:)
 

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What's wrong with them defeating the encounter and getting XP each time? I wouldn't set up a place were there are always monsters tio fight and then cheat the players out of XP because they fight the monsters you put there for them to fight.
 

Anyway, here's a proposal: Have the characters wake up the next day after fighting the ghosts with 1 less healing surge than normal. After a day, they'll recover... but next time they fight the ghosts, they'll wake up down by 2 healing surges, the third time down by 3, and so on (regardless of how much time passes between battles). Characters thus afflicted grow pale and wan. Food and drink begin to taste like ash. Color leaches out of the world.

Anyone who is reduced to zero surges by this effect dies and can't be resurrected. You wanted to fight the ghosts over and over again? Congratulations... now you get to fight them forever, because you just became one of them.

You Win Teh Thread. :cool:
 

Thanks everyone...

My current thoughts are one of the following:

Dansuuls "Gaze into the Abyss" approach

XP only for "killing" them (radiant damage deaths, not mundane damage)

Shorting the reset time from "one night" to "one hour" (or even "one round") unless radiant damage is done. It speeds up the attrition of the PC resources and makes it less camping and more "OMGmakethemstop!!"

Keep it going!
 

have the spirits not be malevolent

they are re-fighting the same war, and cant really harm the party...maybe just make them run in fear on a will attack or something

the party can eventually find the reason for the spirits not being able to rest and are award XP for the skill challenge / quest award

you could also through in something like
-a company wishes to build a road, mine etc local and the spirits are 'in the way' , or initial building etc has caused the spirits to rise up and continue their war.....perhaps a builder found an ancient war banner and the ghosts want it back OR some creature has been displaced by the builders, set up new residence under the battlefield and has burrowed into the tomb and caused the dead to rise etc

i have used these ideas a few times in past scenarios....
 

have the spirits not be malevolent

they are re-fighting the same war, and cant really harm the party...maybe just make them run in fear on a will attack or something

the party can eventually find the reason for the spirits not being able to rest and are award XP for the skill challenge / quest award

you could also through in something like
-a company wishes to build a road, mine etc local and the spirits are 'in the way' , or initial building etc has caused the spirits to rise up and continue their war.....perhaps a builder found an ancient war banner and the ghosts want it back OR some creature has been displaced by the builders, set up new residence under the battlefield and has burrowed into the tomb and caused the dead to rise etc

i have used these ideas a few times in past scenarios....

See, I was kinda looking for a "challenge" rather than just window dressing. Ghosts that ignore the PCs are a curiousity, but not what I want. I'm looking for the mavolence here, and the battle is an excuse to have a cool battle with an army of lost souls...
 

If they don't take radiant damage, they respawn. If they respawn, they haven't been defeated. If they haven't been defeated, the don't award xp.
 

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