Role-Playing XP (BobROE please stay out)

Gregor

First Post
I recently finished a gaming session with my group and a thought crossed my mind. Our group is not a very role-playing oriented one, and with the exception of myself and maybe one other, nobody makes any effort to do so. This is fine as there are different strokes for different folks. However, half of our last session was based around role-playing and the combat part was short and towards the end of the quest. My DM is trying to push more role-playing into the group, much to my happiness. I suppose that is his dilemma....some players like to role play and others dont - how can he cater to both needs? Anyway, thats not the point, my question is as follows:

How much XP do you, as DMs, give out for role-playing in a quest where combat is not an option and words, instead of swords, must be used?

I ask because our last session was heavy on the role-playing and no XP was awarded for those who participated. When I approached my DM, I told him that I assumed we would be awarded some XP considering the circumstances of the quest. He informed me that since he didnt know how much to give out, he would just give out none. I was not upset, merely curious. I asserted that a good way for him to push role-playing would be to award those who tried and played their characters with some XP and deny it to the others - just as it would be in combat if a few did not participate.

What do you all think?
 

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In one game I'm in role-playing acts as a multiplier (good or bad) for combat XP. from .5 to 2.

I generally give role-playing situations - either problem-solving or diplomatic - a CR value based on how tough they are.

Usually this is on the lower end of the player's CR scale, but there can be points where the players roleplaying actions change the course of the game dramatically, and the award should reflect that.
 

My method for 3e used to be slightly reduced CR based XP for combat split evenly among the party at the end of the session. Then I would email the players their inidividual XP. This was split into three basic categories:

1) Combat, tactics: This was on top of the "party XP" for being especially clever or effective in a fight. An example might be when the 2nd level barbarian solo-killed an ogre.

2) Skills, spells: This was for good use of these abilities. Like checking for traps, or using up several spell slots healing party members, etc.

3) Roleplaying: keeping in character, adding to the feel of the game through good RP, etc.


The three categories together usually yielded a bit less than the party XP share (75% or so). That meant RP might account for 20% or so of the total XP for the night, depending. Not enough to penalize poor RP, but enough of an incentive to reward those players making an effort.

Eventually, I switched to a "Story Goal" variant XP system where RP probably accounted for closer to a third of the total XP, since XP was only awarded for "relevant" combats.
 

He could award XP based on the adventure goals reached, or assign a CR to social encounters and calculate it normally.

I don't use xp at all, our group just levels up when we feel like it, or when the DM deems it fitting.
 

Here's my preferred method of assigning XP... Pay attention, because it's kind acomplicated!

Those who contributed more to the game get more XP.

That's it. Period. No bookkeeping and calculation to figure out exactly how much combat XP they racked up. Just set some sort of target for XP advancement, then adjust up or down depending on how the session went.
 

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