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[Shackled City] Help! My Players get too much XP!
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<blockquote data-quote="Fieari" data-source="post: 1585758" data-attributes="member: 16221"><p>It's a solution that won't sit well with everyone, but I don't give combat xp at all. I give story xp and xp when the players overcome something that CHALLENEGED them, and then on an ad hoc basis for how much they were challenged. Most combat can be considered part of something else. For example, if they need to obtain the mystical gem from the cave, overcome all the traps and defeat the guardian at the end, they get xp based not on the individual encounters, but rather based on the entire cave system.</p><p></p><p>Which is not calculated, but more of a wishy washy intuition thing... how much do I as the GM think that was worth.</p><p></p><p>It's a system that's worked well for my group, whether I'm the GM or not. It makes it so that the players don't kill things just to gain experience... since they can can get as much or more by overcomming the obstacle another way.</p><p></p><p>Edit: To say it another way, instead of looking at the encounter before hand, assigning each thing a DC or EL or whatever, and calculating experience from that, I wait till the players run through whatever, assign the DC or EL <em>based on their actual performance and effort</em> and calculate the xp from that. It's the "based on their actual performance and effort" part that's subjective, not necessarily the actual xp given, since the charts in the DMG are so nice and helpful.</p></blockquote><p></p>
[QUOTE="Fieari, post: 1585758, member: 16221"] It's a solution that won't sit well with everyone, but I don't give combat xp at all. I give story xp and xp when the players overcome something that CHALLENEGED them, and then on an ad hoc basis for how much they were challenged. Most combat can be considered part of something else. For example, if they need to obtain the mystical gem from the cave, overcome all the traps and defeat the guardian at the end, they get xp based not on the individual encounters, but rather based on the entire cave system. Which is not calculated, but more of a wishy washy intuition thing... how much do I as the GM think that was worth. It's a system that's worked well for my group, whether I'm the GM or not. It makes it so that the players don't kill things just to gain experience... since they can can get as much or more by overcomming the obstacle another way. Edit: To say it another way, instead of looking at the encounter before hand, assigning each thing a DC or EL or whatever, and calculating experience from that, I wait till the players run through whatever, assign the DC or EL [i]based on their actual performance and effort[/i] and calculate the xp from that. It's the "based on their actual performance and effort" part that's subjective, not necessarily the actual xp given, since the charts in the DMG are so nice and helpful. [/QUOTE]
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[Shackled City] Help! My Players get too much XP!
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