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D&D 5E XP awards for non-combat encounters

The title is self-explanatory. I've been awarding XP for non-combat encounters since the days of the playtest, but now that the game is here, some methodology would help. Anyone else is doing it? How?
 

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I've been cribbing from 4Es XP-for-quests guidelines, but substituting in an amount that seems reasonable. Generally a minor reward would be equal to about the equivalent of a moderate encounter. More for harder (or longer) goals, less for easier ones.

Edit: I looked to the Starter Set's Part 3 for guidelines.
 

This may not be helpful if you're into the XP micromanagement, but I just level the party when it feels best to. So it doesn't really matter if they've been fighting more or roleplaying more or exploring more, they level for playing the game. I also don't keep different XP totals for different PCs. If a player misses a session, that's punishment enough without lagging them behind in level.

XP is still useful as an encounter building tool, though.
 

I have been running a 3.5 AP converted to 5e. Each of the 12 chapters is written for the players to cover 1 to 2 levels. I found partway through the second chapter that the (playtest at the time) 5e XP was scaled differently from the 3.5 version, and giving XP was not working to keep them up to where they needed to be, even after I awarded XP for good role playing, interesting ideas, etc. I switched to leveling them up halfway through and at the end of each chapter for the chapters that covered two levels, and at the end for the chapters that covered 1 level. When I go to an open ended campaign, I will go back to XP for encounters and role playing.
 

I've been cribbing from 4Es XP-for-quests guidelines, but substituting in an amount that seems reasonable. Generally a minor reward would be equal to about the equivalent of a moderate encounter. More for harder (or longer) goals, less for easier ones.

Edit: I looked to the Starter Set's Part 3 for guidelines.

EnWorld tells me I cannot XP you right now, but I'll look at that. Thanks!
 

I find that awarding XP for killing things works against the style of game I like to run.

Instead, I have the players (not the characters!) regroup at the beginning of each session and tell me what short-term goal they will be working toward and also update the long-term goal they are currently actively pursuing. When they have met three short-term goals or one long-term goal, they level.

This provides incentive for driving the adventure forward.
 

I find that awarding XP for killing things works against the style of game I like to run.

Instead, I have the players (not the characters!) regroup at the beginning of each session and tell me what short-term goal they will be working toward and also update the long-term goal they are currently actively pursuing.

Works against a lot of game styles, actually. But maybe that's (killing for profit) a legacy that D&D is stuck with.

Each level grants a handful of boons or stats to a character. After each session, grant the one that you think the character most earned. Then grant another one next session . . .

One advantage of this is that the PCs will have to plan their next level in order to start earning it. So you'll have an idea where they want to go, development-wise, with their characters.
 

Not really our style. Sandboxing and micromanagement of individual XP awards is a thing for our group. We've tried "level when it feels like the right moment" in the past, and it doesn't work. I just want a good measure of how to award out of combat actions, not removing XP from the game.
 

Not really our style. Sandboxing and micromanagement of individual XP awards is a thing for our group. We've tried "level when it feels like the right moment" in the past, and it doesn't work. I just want a good measure of how to award out of combat actions, not removing XP from the game.


Maybe award (Party # x Quest Giver CR XP). So for instance an NPC gives a party of 4 a quest to retrieve an heirloom. Aside from the XP for things they kill, returning said heirloom grants the party 200XP each (4 x 1/4CR XP of 50xp). In this way a Grand Visiers quest is still worth more in doing than a commoners. And a commoner probably wont ask you to save the world.
 

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