Looking for other options for XP systems

Davelozzi

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In the past, I've seen several good variant XP systems posted on these boards. Does anyone have any good options or a link to one of those old threads?

More details...my group has been using the official 3e XP rules since we started our campaign. We're now just going on level 5 and are looking for a change. I'm looking for a system that will encourage more aspects of roleplaying instead of focusing so much on combat and traps. I'm thinking along of maybe using something more like the old 2e system. I have a large group (nine people) with a wide variety of character classes and moral outlooks etc., and I'm looking for something that will allow everyone their chance to shine.

One of the systems I remember reading about that I wouldn't mind another look at was one that involved making tally marks each time a player did something in various categories.

I'd like to consider a variety of options and welcome your opinions.

thanks.
 
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If you want to reward players for certain behaviors (roleplaying, acting in character, avoiding metagaming, stuff like that) then you should maybe come up with a list of desired behaviors and give each one a challenge rating (or just a straight amount of XP).

On the other hand, maybe XP aren't the best reward (they're a good reward for the character, but maybe not for the player). Maybe something like a "hero point" system is in order -- when the players do one of the desired behaviors you could give them a hero point (or an action die or whatever mechanic you want to use), something they can apply to their actions. Some players might like that kind of reward better than XP.
 

Hm, you may be thinking of the system I use.

First off, I give half the standard award for combat and other 'danger' encounters. Then, at the end of each session, I give each player a chance to make his case for each of four rp categories: Race, Class, Alignment, and Personal. (Also, I give a bonus category for props and another for "lubricating the game" -for instance, taking the combat notes for the session.)

Each category nets the character 25 xp/character level. So someone who gets all four rp categories gets 100 xp/level/session without combat.

I'm pretty easy to talk into the awards- the two caveats are, you can't call something for more than one category, and you can't call using your abilities (you don't get rogue class rp xp for picking pockets and using your sneak attack abilities, but you might for making underworld contacts, plotting a heist, etc).
 

Here is something suggested in the Wheel of Time RPG. I like it because players know for a fact that they can avoid combat altogether and still advance.

Basically, the XP you give depends on the length of the adventure. There is a base award for an adventure which is multiplied by the average level of the PCs. The total is divided amongst the PCs equally.

Short adventures have a base award of 1,000. XP. Medium adventures have a base of 2,000XP. Long adventures are based at 3,000 XP.

So, a party of 5 3rd-level characters complete a medium-length adventure. This means that a total of 6,000 XP is awarded, then divided amongst 5 players gives 1,200 XP per player.
 

I do something similar to the wheel of time/star wars solution:

Each adventure is a flat 500 xp per player. I give extra XP for roleplaying and writing the log for a session.

I specifically don't award clever ideas; clever ideas are payable in character survival.
 

I've posted this before in house rules, but here is the system I have been using for about 2 years.

What I'm going to suggest is going to sound extreme- stop giving XP awards for killing monsters, period. Instead, give XP for accomplishing goals during the adventure, good roleplaying, innovative problem solving, etc. You still figure up appropriate encounters based on CR and EL, but just don't award XP for them. I have been doing this for about a year in my campaign, and the difference in play styles is dramatic- this results in less random violence on the part of the PCs, and encourages roleplaying. The system I use is:

1. First, find out how many XP it will take for a character to reach the next level. Example: going from 4th to 5th level would require 4000 XP.

2. Before running the adventure, designate a number of minor, lesser, and major goals the PCs are looking to accomplish. For example, the characters have been hired to investigate the disappearance of the inhabitants of a small town, find them if possible, return them alive, and remove the threat that caused their disappearance in the first place.

A minor goal is something that the PCs need to do in order to get to the heart of the adventure: in this case, investigate the town looking for clues, and following a disguised trail that leads from town to an isolated forest. Finding and disabling a trap that guards the corridor into a cave where the track lead would also me a minor goal. Typically I give 2-5% of the XP needed to get to the next level for accomplishing a minor goal. So for our 4th level party, it would be 80-200 XP each, depending on the difficulty of the task.

A lesser goal would be something the PCs do in the course of accomplishing the reason for the adventure. In this case, finding the missing townspeople being held in a cave by bugbear guards, and eliminating the bugbear threat and their aboleth master are both lesser goals. Lesser goals should net the PCs 7-10% of the XP nedded for the next level. In this situation presented above, there were two lesser goals, each worth 280-400 XP each.

Finally, a greater goal would be the main reason the PCs went on the adventure in the first place. In the example, bringing as many townspeople back alive as possible is the major goal. Major goals should net the PCs 15-20% of the XP needed for the next level, or in this case 600-800 XP each.

There can be multiple minor and lesser goals in an adventure, but there should usually only be one greater goal. You should adjust the XP recieved in each goal to match the difficulty the PCs had in overcoming it. Also, the more goals you have, the less XP you should dole out for each goal.

3. Roleplaying XP- I usually give 0-15% of the XP needed for the next level for good roleplaying, staying in character, and innovative problem solving. In this case, something around 0-600 XP for each character, which is nothing to scoff at.

Using this system, characters will advance at roughly the same rate for each level, even if there are characters of differing levels in the party. It takes 3-4 adventures for characters to advance a level with this system. The 4th level party mentioned above would get around 1600-1800 XP each for the adventure. And the big bonus is you don't have to mess with that wonky CR/XP chart.
 

i like the way they set it up for Call of Cthulhu personally.

In that game you have a set number of goals. Each goal is worth 300xp.

In one sense that kind of a system is akin to a third person shooter like James Bond, Star Wars Jedi Knight.

Although if you want totally alternate you could do it the Morrowind way.

It's heavily skill based. You gain levels by a certain amount of propoer skill uses. There are major, minor, and other skill categories. A certain number of proper skill uses will result in a level gain.

That's the basics of the Morrowind way, but I haven't a clue on the details.
 

Davelozzi said:
In the past, I've seen several good variant XP systems posted on these boards. Does anyone have any good options or a link to one of those old threads?

I personally would take Mac OSX... You might want to check the slashdot.org or arstechnica.com boards for better ideas.

Oh you meant XP in D&D!! :p

Actually, when I saw the subject line I DID think you were talking computer OSs silly me!
 


Davelozzi said:
One of the systems I remember reading about that I wouldn't mind another look at was one that involved making tally marks each time a player did something in various categories.

I may be wrong but I'm pretty sure you are talking about my system. Hang on a second and I'll go grab the file and paste it here...
 

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