Rel's Non-Combat Focused Experience Calculator

Oh, and just since it might be annoying for somebody to have to flip back to the other thread, here is the system again:

XP system used by Rel

First, I must note that most of the credit for this system should go to the player who goes by Speaks with Stone on ENWorld. He originally designed it to replace the clunky xp system for Rolemaster and since then, he and I have both tweaked and refined it. It works like this:

First, there's a chart that looks sort of like this:

Character Name:
Level:

Creation
Magic
Social
Combat
Puzzle
Skill
Learned
Sacrifice
Character
Goal
Melee

X = Total=

The players each have a copy of this chart for every session. As we go along they write down things that their character has done in a particular category in the big blank to the right.

At the end of the session, they give me the sheets and I "grade their papers". In doing so, I will put "tic marks" in the small blanks to the left if they have fulfilled the requirements for the category. At the bottom I total up all the marks they received and then apply a multiplier based on their current level (represented by the X in the chart above). Currently, the formula I use for the multiplier is 50+(character level x 15).

On average, I'd say the players get around 7 marks per session. If a 5th level player gets 7 marks they would get 875 experience points for the session (the multiplier for a 5th level character is 125 per the above formula).

In practice this meant that it took around 3 sessions for everyone to make 2nd level. On average, it has taken approximately one session longer to reach each of the successive levels than it did to get to 2nd (i.e. 4 more session to make 3rd, 5 more sessions to make 4th, etc.).

When I say that 7 marks is average for a session, I mean precisely that. There have been sessions where some characters only got 4 or 5 marks. And there have been some sessions where they got 10 or 11 marks. It all depends on how involved you are in the game.

Let me give a few details about how I grade the various categories.

Combat - I usually give out one mark for every "minor" combat the group takes part in and two for a "major" combat. These are rather subjective definitions but I'm comfortable with them.

Enchantment - If a character casts at least half their normal spell allotment or uses the powers of most of their magic items, I give them a mark here. If a character goes through their whole spell selection more than once, I usually give them a second point. It has been argued that this category heavily favors the spell casters over the non spell casters but there are other categories that the spell casters are not as likely to get so that doesn't bother me. YMMV.

Creation - The characters get points here for using any craft skills to create things in the game. Sometimes I have given a point if one character in particular was the mastermind of an elaborate plan. Also, I give points here if the player contributes to the game in a material way, such as painting figures, drawing maps for areas of the campaign the characters know about or bringing extensive background material about a topic important to the game (perhaps some stuff they found about Roman architecture, ancient weaponry, mining techniques or anything else that helps bring detail and life to the campaign).

Skills - This is the category the Rogues love. If a character uses most of their skills during a session, they get credit for it here, provided they aren't already getting credit for it elsewhere.

Puzzle - This category represents the character solving a puzzle in game. It applies to elaborate traps and to unraveling the sinister plot of the evil mastermind. I should mention that I don't have that many elaborate traps in my campaign and the evil masterminds are pretty good at hiding their plots so I don't wind up handing out many points in this category.

Sacrifice - This represents heroism in the face of bad odds, putting your character at risk for innocents or helpless party members or giving up something for the greater good. This is one category in which the fighter types tend to outperform the spell casters.

Learned - This category reflects new information that the party has uncovered that is of general interest or specific importance to the plot. This is one that they get credit for almost every session.

Character - This is another point they should be getting every session because it reflects how they portray the personality of their character. Exhibiting the quirks, flaws and peculiarities of your character will always get you a point here. If you have a session where the quintessential personality of your character is captured in almost every scene, you'll get two points here.

Goal - Characters get points here for accomplishing major party goals as well as minor goals the character sets for themselves. I have the players tell me their goals in advance (or else they don't get credit for them) which gives me an indicator as to which way the campaign will likely be headed.

Social - They get credit mostly for interacting with NPC's in meaningful ways. I don't usually give credit for interactions within the party but I sometimes will if one of the characters shares a story or other details from their background that the other party members didn't already know.

Melee – This category gives credit for those PC’s who engage the enemy directly, placing their hit points and their very lives at risk to guard the rest of the party. To get a point in this category, I require that the PC have been engaged in melee combat for most of the encounters of the session. If the session consisted primarily of combat, I tend to give 2 tics for the melee types here.


I've said it before and I'll say it again: This system may not work for everyone! But I think it has several things going for it that work really well for me and the group I game with.

First, I never have to use the CR system in the DMG to figure out XP. I don't have to crack a book while I'm giving out experience because everything I need is on their sheet or in my head.

Second, it rewards the players for doing things besides combat. If some kind of encounter is important to the campaign, the players don't feel any need to rush through it to get to the combat. They know that they will be rewarded so long as what they're doing is relevant to the story, whether it be fighting monsters, conducting a diplomatic mission, celebrating the birthday of a loved one or doing espionage.

Third, it keeps the players focused on the game if they record stuff on these sheets during play. They may notice that they haven't put anything in the blank next to "Character" yet and that reminds them that they should be putting more of their character's personality into the session. If they haven't put anything in the "Goal" category yet, maybe they need to focus on what the group is trying to accomplish and not get side tracked by looting a room full of dead goblins.

Anyhow, if you have any more questions about the system, I'll be happy to answer them and you're obviously free to use it if you like.
 

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dreaded_beast said:
One question though, have you tried combining this with the standard CR experience charts for combat? Think it would work or would it result in too much experience?

If anyone has any other non-combat experience charts available, post the rules or links here.

I chuck CRs entirely, myself.

I use the DMG baseline of 75 xp/level/hour as a starting point.

I want to award bonuses, so I scale the basic award back to 50 xp/level/hour

Then I add bonuses as percentages in 5% increments. I award bonuses for:

- Good roleplaying
- Good problem solving / tactics
- Difficult session (that way if it is difficult due to combat or noncombat situations, it's all the same.)
- Entertaining the GM
- Whatever else strikes my fancy

So I typically end up with a 20-100% bonus, awarding 60-100 xp/level/hour of play.

It's very holistic but I think it works rather well and keeps me from quibbling with time consuming and often innacurate CRs.
 

I'm really simple. I just assign all PCs as much XP as they need to go up to the next level at a rate which'll suit the campaign.
 

For my game, I use Creation to reward the PC's for putting together clever plans, items, mcgyvering stuff together, etc. Though, if I had players doing more in the props department, maybe I would do stuff for that. We are thinking about eliminating the Puzzles & Riddles section because the group does not seem to like them. So yes, it is customizable. I put together a little matrix for my players to use to help keep track of things, I will include it with the post.

What I tell my players is that some categories are practically gimmees. Characterization is entirely driven by them. If they can't think of a way to help drive Characterization, that is their fault. Information Gleaned is mostly driven by me as a DM. I know I did a les then stellar job on a night when I see nobody has any Information Gleaned. The Melee category is there to reward the front liners that are taking a good deal of risk. Though, I tend to reward it for anybody that took more than half their HP in damage in a combat. Incantations covers everyone with "powers", I also reward it for somebody that blew charges out of a wand, used up scrolls or potions, etc. The category favors spellcasters, but if the party rogue ended up using all his stashed scrolls to save the party, then why not reward that? Because of the melee category, everyone should get credit for each combat. The Heroic Sacrifice hasn't yet be rewarded. By my definition of Heroic Sacrifice, the PC has to do something she knows is going to hurt, but needs to be done. The PC has to be willing to make a sacrifice for the betterment of the group, the town, whatever.

I like the system. I know which players are engaged, I get feedback on how well I am running the game, and I get to reward non-aggressive behavior. One thing I have noticed with my group is that they kind of treat it like a test after the game. I am slowly breaking them of the habit of covering their "answers" with one hand while working on the next. I want them to share information and remind each other of things that everyone did.

PS - I am thinking of reworking my matrix so it is a full page in size and has more room for notes. If there is interest, I can post revisions to the thread.
 

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I was asked via e-mail to talk a little about the origins of this system and refinements we've made to it as we went along.

We first started using it about 6 or 7 years ago. I had just run a Mage campaign and grown accustomed to that XP system where you gave out "dots" in about 4 categories. Speaks With Stone was up to run the next campaign, slated to be Rolemaster, in order to playtest some of the stuff from a book he and I were writing for that system. Rolemaster XP has always been a bit of a math chore and he proposed the idea of using a slightly more elaborate version of the White Wolf system as a way of simplifying the XP situation.

He came up with a set of categories and we went over it a bit, dropping some and adding others until we had it tweaked how we wanted it. Then we guestimated how many tics an average player would get on an average night and we used the round figure of 500 as a multiplier. Rolemaster has a linear/stepped XP progression requiring 10,000 XP/level for the first five levels, 20,000 XP/level for the next 5, 30,000 for the next 5 and so on. By using a fixed multiplier we observed that it would take about twice as long to go from level 6-10 as it did from 1-5 and longer at the higher levels. This was fine by us so we put the system into practice.

Somewhat shockingly, it worked nearly perfectly and we made almost no adjustments to it for the remaining time we played Rolemaster. Then 3E came out and we decided to change systems. At first I ran some one on one games with my wife and used the XP system as written. But I quickly became disenchanted with all the work I had to do in order to calculate the XP and the fact that I was only rewarding combat. As soon as I began to run a full fledged campaign, I reverted to using our home grown system.

Because of the different way that 3E tracked XP to advance levels, we had to lower the multiplier and I also decided to have a sliding scale where the multiplier increased slightly with each passing level. Thanks to the aforementioned spreadsheet created by The Lone Corndog, I was able to get a guage of what this multiplier should be in order to get the sort of pacing I wanted and I settled on 50+(15xCurrent Level) as the multiplier. We've pretty much stuck with that ever since, though the GM of our current campaign accelerated this slightly.

The categories have changed names somewhat over the years and a few have been dropped (we tossed Puzzles and Riddles during my last campaign) and added (such as Melee). But they have mostly stayed the same.

I've payed lots of attention any time other folks here at ENWorld have mentioned other XP systems but I've never found one that I liked better. I can appreciate where the "I just assign XP as I see fit to advance the party at the rate I like" crowd is coming from. No doubt that is a simple method. But I crave some sort of system and I'm glad that I've got one that works with our group.

Hopefully that gives a bit of insight as to where I'm coming from with this system. As always I'm happy to answer further questions or take suggestions as to how to improve the system.

And I also wanted to mention that I love the ways that BardStephenFox has customized it to suit his group. I printed out his tracking chart and a couple members of our group are using a version of it in our current campaign.
 


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