Sources of Experience other than combat

This is an interesting thread, and something I've spent some time considering for my own campaign.

Awarding XP has always been a challenge for me. The main group I run consists of nine players: three fighters, two rangers, a paladin, two rogues, and a wizard who hardly ever shows up. That leaves the group melee strong, but woefully inadequate from a magic perspective. I know according to the rules I'm supposed to essentially add two to the average party level since there's about twice the typical number of PC's. The problem is that since they're so lopsided, sometimes they defeat EL 15 encounters (they're average lvl9 right now), and struggle against EL 8 stuff. Using the rules in the book, there was one very challenging session where 3 PC's died, and they gained about 400 XP each. In another session that went smoothly (some challenging stuff, but there was never much chance of PC death), the book had them earning 5000 XP for combat alone. That's not right.

So, what I've done is taken to trying to advance them one level approximately every four sessions. Since they're ninth level, I aim to award them about 2250 XP per session. Tougher sessions or sessions where they do particulary well with non combat stuff, they get more, and some sessions they get less, but it averages out to a new level every four sessions.

My question is, is this bad? I've asked the players, and they're all fine with the way I do things, but are we missing out on anything doing XP this way? For the people that use alternative systems (like Arcady's interesting system), do you feel that enhances play in some way? Would giving XP for skill checks as Sigil suggests just get people to look for more opportunities to roll the dice, and would it favour classes like Rogues too much?

I've got one player who said "D&D is like porn. They should skip the story and go straight to the action." She hardly participates outside of combat, but should she be penalized XP-wise for that? In people's experience, would that be more likely to A) get her to participate more outside combat, or B) get her to leave the game (which I don't want)? What about another one of my players who wants to fast forward through all combats and get back to the story. Should he get less XP for combat and more for non-combat stuff? He generally just tries to stay out of the way in combat, looking for occasional opportunities to do a sneak attack, but generally he's mostly focused on survival, assuming the others will handle the combat in due time.
 

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Thanks, everyone! This has given me some good ideas. I have a new campaign starting in two weeks, which so far consists of three players, a rogue, a sorcerer and a bard. Two of the players are experienced, one has never played before. They're all interested more in intellectual puzzles and interaction than in combat, so I've been thinking about how I can accomodate that.

Arcady, I'm printing out your formula. It looks like just the kind of thing I had in mind.
 

Setanta, it looks like you should balance combat and non-combat with two so drastically different interests present.

I'd also try to encourage (interest) the combat-loving amazon in your group to more than just hack & slay.

There's more to the game than just playing it like an arcade style shoot 'em up. Of course, if that's all she wants... but it's at least worth a try to show her what she's missing out by refusing to participate in anything but combat! :)

I think the way you are doing XP awards (ad hoc all the way) sounds pretty reasonable for your situation. And since everyone's happy with it...

Bye
Thanee
 

Hmmm, my DM did not post so far. Curious...
Well, he gives us players XP with the following system:

Each session: 0 to 10 points, given by the following table.

(I) taking part
1

(II) achievement
0 ___ no achievement
1 ___ a minor success or a moderate failure
2 ___ a moderate success or an overall failure
3 ___ an overall success

(III) danger
0 ___ no danger
1 ___ a minor danger or risk*
2 ___ a moderate danger or risk*
3 ___ being almost killed or taking a large risk

(IV) role playing
0 ___ being boring or not playing role
1 ___ playing role most of the time
2 ___ playing role even if inconvenient
3 ___ outstanding performance

* e.g. loss of wealth or reputation

The sum is multiplied by 50*(1+avg character level).
 

Setanta, it looks like you should balance combat and non-combat with two so drastically different interests present.

I'd also try to encourage (interest) the combat-loving amazon in your group to more than just hack & slay.

There's more to the game than just playing it like an arcade style shoot 'em up. Of course, if that's all she wants... but it's at least worth a try to show her what she's missing out by refusing to participate in anything but combat!

I think I do a good job of balancing combat vs. story/roleplaying. I'm just looking for opinions if people think that using XP as a carrot on a stick might get the combat focused players more into the story, and the story oriented players more into the combat. I've been playing RPG's for nearly 25 years, but this is the first time a campaign I've DM'd has gone more than a few sessions, and I'd appreciate opinions from people with more DM experience than me.

And fortunately, it's not she refuses to participate in non-combat stuff. She just finds other things to do- like making food for the group (she and her husband often host), or playing with her baby. She's not disrupting anything, so I don't mind, but if I could change something to make the game more enjoyable for everyone, that would be great.
 

Story Awards By CR

The easy way to do Story Awards" is just the Free Form award: 75 XP x the average party level per person for a significant "scene". Maybe even 100-150. This is described on DMG pg 168.

This is your basic "standardized award" for an encounter or a roleplaying scene or whatever. Everytime you have a standard scene- you give out about this much. If I was going to give out a standardized "roleplaying award" I'd give out about this much as a baseline (adjusted up or down by +/- 10-100%).

I started out using this sort of system exclusively- not trusting the CR table at first.
Anyhow- now in the campaign I've been running for the last 6 months- I just use the regular CR table. In the event of a standard "roleplaying award" or even one for a story type scene- I just use a standard CR award equal to about the average party level. Sometimes I adjust this up or down as well.

These are for large scenes: like last night there was a sort of royal reception with ballroom dancing and a banquet and various intrigues. That was worth a CR 6 award to my average 6th level party.
 

So far, with my current campaign, I've just had everybody in the party go up a level at the same time every few sessions. The players are perfectly happy with it, and no messy bookkeeping for me. I might have to start figuring out something to do if any of my players get item creation feats or multiclass in ways that get them penalties, but it doesn't look like that's gonna happen anytime soon.
 

Buttercup said:
How do all of you other DMs decide how much experience to assign for things other than combat? What do you asign it for? Good Roleplaying? Figuring out puzzles and mysteries? Traps disarmed? Anything else?

Thanks in advance for your advice.

Betting on combat

Getting other people in combat
 

Like The Sigil, I've also given out XP for skill checks which enable the party to overcome a challenge.

One example I could think of, in a low-level game I ran, was that the party was chasing a band of goblins that had attacked a merchant caravan and was making off with the loot in a cart. Another cart was abandoned because the horse had injured its leg (I ruled that it was similar to a caltrop wound).

As expected, the party's cleric used Heal to patch up the horse (he could also have used cure minor wounds) and the party set off in hot pursuit on the cart. I gave them XP equal to a CR 1/2 encounter for that.

It is basically up to the DM how he wants to award XP for skill checks that overcome challenges. After all, what is combat but a series of skill checks against AC?
 

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