Should EL (and XP) be adjusted for player's actions?

Rule 0 of partying
They party always stays together

Rules 1: Time when the above does not apply...
When the rogue is scouting

How did the dino hit the fighter? The thing has to geuss a square and then has a 50% misschance on all attacks. Thats one unlucky fighter.

Generally speaking, XP should be based off CR or EL, not "That was too easy, half exp". Thats a bit like hearing the DM saying "You beat my favourite npc ! The cave collapses you all die. I win". If you found good tactics well done !!

Majere
 

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XP rewards are an abstract system to reward the PCs for overcoming challenging obstacles.

Overcoming obstacles implies a goal. If the party goes and picks that does not contribute to the current adventure goal: no XP.

Challenging implies that the obstacle requires that the PCs must choose carefully between their available alternatives when overcoming the obstacle or face failure.

If you play a kick-in-the-door type of game, award the PCs full XP for every random encounter.

If you play a story-driven campaign, only award them for encounters they overcome that progress the story. They might spend all evening hacking up hapless T-Rexes, if it is irrelevant to the story: no XP.

Ultimately XP is a carrot for the players (and their PCs) to get actively involved with the game and reward clever play. If players have their PCs kill T-Rexes by shooting them from flying carpets, feel free to award 0 XP if it does not contribute to the fun besides the PCs gaining levels.

EL, CR and whatnot are indicators of the appropriate rewards for typical challenges in a typical game. If you feel the players/PCs choices at the summoning gate were appropriate and fun and you wish to see more of it, by all means, award more XP!
 

Jhulae said:
I actually think that's a very good way of giving out exp, but I tend to think (my opinion anyawy) that you can't have random encounters then.

I haven't found that to be the case at all.

In most instances, IME, the party doesn't tend to have all that much trouble with random encounters, since they tend not to be as tough as planned fights. (See below.)

If a random encounter results in great strategizing by the party, that goes under the category of creative problem solving, and earns bonus XP. If it's just a normal fight, though, that falls under the story awards category, because the party expects to be fighting. And yes, that does mean that a night of pure RP with no combat can give the same xp as a night of multiple random encounters. I have no problem with that, nor do any of my players--though again, I understand that it's not to everyone's tastes.

Now, all that said...

I don't use random encounters nearly as often as some people. (I do use them; just not as frequently.) But then, my games also have fewer combats in general. I don't like pitting the party against 4 or 6 combats of around the appropriate challenge rating. I much prefer to have only one (or maybe two) combats a game, on average, but to have those fights be a lot tougher. I'd have to say that the average fight in one of my games has an EL several levels higher than the party level. I prefer a few tough, scary fights to more frequent, easier ones.
 

Majere said:
How did the dino hit the fighter? The thing has to geuss a square and then has a 50% misschance on all attacks.

One word: scent. Our friend Mr. Rex doesn't have to guess a square if the fighter is within 5' ... If he's outside of 5', he has to take a move action to determine the direction, which precludes an attack unless the target is within the scenter's reach + 5' (for a step & attack)-15' total, in the case of the T.Rex.

Today's lesson: missile weapons are the invisible fighter's friend. Keep moving & don't close to melee; it may be less efficient in terms of your damage output, but it keeps you from getting swallowed. (This message brought to you by the Committe to Reduce the Incidence of Tyrannosaurus Stomachache [C.R.I.T.S.].) I'm betting the fighter tried a stand-up melee with the thing because that's how his character was optimized, and didn't realize his mistake until he found himself cutting his way out of the thing's stomach with a shortsword ...
 

Christian said:
I'm betting the fighter tried a stand-up melee with the thing because that's how his character was optimized, ....
Yup.

Order of Events:

Anarchic T. Rex gated in; invisible fighter right next to T. Rex.

Round 1: Ftr wins initiative, does a full attack on T. Rex.
T. Rex attacks invisible Ftr, targeting the square the attacks came from. T. Rex hits Ftr, Imp. grab Ftr.

Round 2: Ftr tries to break the grapple, but fails.
T. Rex swallows Ftr, automatically doing bite damage.

Round 3: Ftr has a light weapon, so tries to cut his way out. Half-way there!
T. Rex does bludgeoning and acid damage to Ftr.

Round 4: Ftr cuts his way out, lands in front of the T. Rex, and takes a 5 foot step.
T. Rex can now see the Ftr, as he's covered with gore and stomach juices (table ruling: 20% miss chance). T. Rex bites Ftr...and hits. Impr. Grab.....Ftr is unconscious, now in T. Rex's mouth.

Round 5: T. Rex chews.......
 

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