XP Alternatives -- What Have You Tried?

I've posted the XP system that I use several times here on the forums and I'll do it again if folks want. But basically it involves getting a certain amount of XP for each of a number of categories. Combat is definately one of the categories but others include things like Skills, Magic, Goals, Character, Learned, Sacrifice and Creation. So that means that the characters are rewarded for doing all sorts of other things aside from fighting.

Now our group enjoys combat as much as most do, I think. But they also value things like intrigue, exploration, negotiation and diplomacy. I like the fact that they are not having to make a choice between any of those options or getting XP.

But what it really boils down to is that I don't have to give a damn about CR and NEVER EVER have to spend even a single moment calculating XP. I'm lazy like that.
 

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ad-hoc levelling and magic item creation

I'm curious, for those of you who level the players "when appropriate" instead of assigning xp awards (that might look like I'm being critical, I'm not) how do you handle item creation and other magic effects which require xp expenditure?
 

I totally eschew XP for CR.

I provide a base per hour rate (using guidelines in the DMG), and then provide a percentage bonus for
- difficulty of the challenges (combat or not)
- ingenuity
- roleplaying
- otherwise contributing to the richness of the game
- advancing the campaign / meeting goals or milestones

Note that despite this, I never saw any of my players trying to "game" CR XP back when I did use monster CR. But I did feel like teetotaling it was not worth my time.
 
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In the past (for Rolemaster) I have used a DAL (Daily Activity Level ) system for determining XPs for players. I even adopted it for a D&D game I once ran.

Personally, I dislike the CR system as it seems, to me at least, promote combat over other types of situations.

When I wrote HARP, I wanted an XP system that could handle more than combat, one that could handle all sorts of gaming situations. Thus I developed a Goal-based XP system. Basically, how it works is that there are certain goals that need to be accomplished. After they are accomplished, the GM determines the difficulty rating of the goal, and XPs are awarded for them. Goals are divided into 4 types; Minor and Major for both Party and Personal Goals. I find that this system works quite well as ANYTHING can be a goal.

The object of an encounter is to get certain information? It is a goal. They don't get all the information, fine! Give a partial award for the amount of info actually gained.

Rescue a princess - goal
defeat the monster - goal
steal the item from the dragon - goal
discover the location of a lost city - goal

The point is that almost anything can become a goal, and that you gain experience by accomplishing those goals.
 

Psion said:
I provide a base per hour rate (using guidelines in the DMG), and then provide a percentage bonus for
- difficulty of the challenges (combat or not)
- ingenuity
- roleplaying
- otherwise contributing to the richness of the game
I give bonus Action Points for the same type of thing, and then level all the PCs after each "module" is complete.
 

azmodean said:
I'm curious, for those of you who level the players "when appropriate" instead of assigning xp awards (that might look like I'm being critical, I'm not) how do you handle item creation and other magic effects which require xp expenditure?

Well, while I do give XP (a set 1000/session), I also give ways for casters to avoid spending XP on items. The first, usable in any campaign, is to give special materials out as treasure that can substitute for XP when creating an item. Maybe an pre-enchanted metal to forge a sword with, or special crystals to implant in a wand...that sort of thing.

The second is simply the fact that my game is set in Eberron. The person most likely to create items is an artificer, and they get Retain Essence (the ability to destroy magic items to add to their craft reserve). Hand out a few cursed items, and suddenly something that would be discarded by the party becomes valuable treasure for the artificer (once they overcome the curse, of course).
 

barsoomcore said:
Ah, but the ONLY way provided to determine the Encounter Level of any encounter is by referring to the Challenge Rating of the creatures involved -- and the Challenge Rating is specifically a description of how difficult a particular creature is to kill.

Incorrect.

Traps have an EL, and you can't "kill" them.

Also, you're ignoring the DMG section on Non-Combat Experience, which mentions how to determine when a "social" encounter is of sufficient importance to be awarded an EL, and therefore an XP value.
 

azmodean said:
I'm curious, for those of you who level the players "when appropriate" instead of assigning xp awards (that might look like I'm being critical, I'm not) how do you handle item creation and other magic effects which require xp expenditure?
Well, I tossed the entire D&D magic system to start with, so not a problem for me.

It's amazing how simple things can be if you're just determined to do it yourself. :D
 

Patryn of Elvenshae said:
Traps have an EL, and you can't "kill" them.
But they can kill you, which amounts to much the same thing.
Patryn said:
Also, you're ignoring the DMG section on Non-Combat Experience, which mentions how to determine when a "social" encounter is of sufficient importance to be awarded an EL, and therefore an XP value.
I guess they added that in 3.5, because my 3.0 DMG definitely has nothing like that in it. I'd be interested to see the rule quoted, if somebody has it handy.
 

I tend to have a set amount of XP in my head for each adventure and session. I write out a few goals and give XP based on whether those goals or challenges have been met.

In addition, I also grant skill bonus' and extra feats based on RP, so if some has been doing a lot of haggling and doing it well, then I may grant a permanent cirumstance bonus to diplomacy when dealing with merchants etc.

Dave
 

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