I was thinking about the "interaction" and "exploration" pillars. We have had a lot of discussion saying that the rules should support those pillars as well (or approaching) as they do the combat pillar.
People who play D&D for the other two pillars get direct enjoyment from discovering new things, and solving problems through diplomacy. But does the game actively reward this?
Anyone have any suggestions?
Yes, modifying the XP system requires the least effort and makes the most sense. Below is our system.
Group XP and Unison Leveling
In our group we use group XPs and unison leveling given that the party gains the experience or the lore collectively for the most part. Sure one might not share the knowledge with the rest of the party - but since everyone levels up at the same time, there is no use in keeping separate XP tallies. Therefore XP gained through knowledge contributes to all.
Slowed Advancement Rate
We have also decided to slow the advancement, since the party all levels up we have used a system which takes the party XPs into account: We multiply the XPs needed for one level of advancement by the number of characters within the party. So if 9,000 XP is required to advance to the next level and there are 4 characters, the required XP for everyone to go up a level is 4 x 9,000 = 36,000 XP. I'm not going to go into the benefits/drawbacks from slower advancement - they're fairly obvious and everyone knows why they would or wouldn't do it.
Earning XP
Gaining Knowledge of the Setting and its People 10 XP
Gaining through meeting, travelling, researching
Knowledge can be experience or lore, active or passive.
The Setting includes travelling to new locations (roads, villages, towns, natural locations i.e. mountain range), experiencing new cultures, laws or races, learning history, myths or legend...etc
People being NPCs
It is a
once off XP award per setting knowledge gained or NPC encountered.
We bump the XP value to 50 XP for major storyline/campaign characters and locations (treated like a minor goal accomplished, refer below).
Combat Experience
Encountering a type of monster for the party's
first time 10 XP
The
first time gaining knowledge of the monster's ablities
5 XP
For instance the party encounters and defeats a Dragon for the first time - the group gains 5 XP for experiencing anyone of these - its Breath Weapon, Strength, Tail Attack, Flight, Intelligence, Spells, Claw Attack, Acute Senses...etc
Encountering and slaying orcs again and again earns you 0 XP, unless each orc brings something new to the experience.
This slays the kill-spammers for the sake of XP, not that I'm suffering from such players in my group, it just makes more sense.
Gaining Lore of the Supernatural and Magic 5-10 XP
Usually 5 XP relates to player ability (spells), 10XP would relate to Setting knowledge
For instance our character recently discovered his fireball does not bloom in a confined space, like a corridor, D&DNext (5 XP) but he has learned that in Glantri, the wizards are able to bloom their fireballs, as per 1st-2nd edition rules (10 XP)
He would have to travel to Glantri to train in order to gain the ability of blooming his fireball in a confined space.
Iconic and Character Defining Moments 5-15 XP
Comedic moments during play, genius plans, interaction between PCs and/or NPCs, character defining moments...
When PCs have some great dialogue or debate amongst each other and they roleplay within their characters roles, I believe they should be awarded for that - its an encouraging mechanism that works. Our Paladin in the group is often driven into struggle with the other PCs due to their actions or words conflicting with his moral or religious code. It draws out great roleplaying moments for which him and the others are rewarded for.
Minor and Major Goals accomplished 50 and 100 XP respectively
Goals could be personal (attaining Knighthood, discovering the cure for a character's curse) or they could be the mission of the entire party.
I have attached one of XP sheets so you can see how it works out. It does have a labour intensive component to maintain but it works for us.