D&D 5E XP for a partial encounter?

dpkress2

First Post
The party ran into a pretty hefty encounter (Deadly) with a sizable xp award. However they were forced to retreat. They did kill off about half the monsters before they ran.
Would you award partial xp? how would you calculate it?
When they return I assume the xp award would be re-calculated for what is left.
 

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Ristamar

Adventurer
Nitpick: it's not a partial encounter. It's an encounter the PCs failed to fully resolve by combat.

I'd award XP for the enemies that were killed if defeating enemies is consistent with previous merits for XP. If you're using milestone or goal oriented leveling, hold off on awarding XP until that goal has been reached.
 
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dpkress2

First Post
I award XP based on the killing of monsters mostly. I also give RP awards.

The problem I'm having is the number of monsters skews the xp in one direction or the other. They killed 4 monsters, but they were 4 of 7. I would imagine the xp they get for killing those 4 monsters would be slightly more than if those monsters.

Of course if I don't give them any xp, because they failed to resolve combat. (Which is actually what I want to do) How would I re-calculate xp for the entire encounter if they had previously killed 4 monsters in the original calculation?
 

Ristamar

Adventurer
I'm not sure I understand the problem. Monster XP awards are static. Tally up the respective values of those that were killed, then divide the XP evenly amongst the participants.

EDIT: Just to be clear, you don't modify XP awards based on your XP encounter budget. Use the original values.
 
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dpkress2

First Post
They are not static. If you use the DMG they can are adjusted up or down based on the number of Monsters vs the numbers of players.

a 4 goblin encounter is worth 400 xp to a party of 4 first level adventurers OR 100xp each

an 8 goblin encounter jumps to 1000xp or 125xp each.
 
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DEFCON 1

Legend
Supporter
They're static if you want them to be static, they are re-calculated if you want to re-calculate them.

And this all comes down to when PCs level up, nothing more, nothing less. How easy or hard do you want to make it for the PCs to level up? Do you want it the next session, the session after that? The session after that? None of it truly matters. Whether you give them the full calculated total of 1000 xp even though it took them two fights, or two groups of 400 xp (800 total) for each of the two fights... it doesn't really matter. In some number of sessions they are going to level up.

The only thing you are doing by telling your PCs the xp total for the encounter is what you are expecting of them as they play. You give them the full 1000 xp, you're telling them "just get the job done and you'll be rewarded, regardless of how you do it". You cut the xp down and only give them 400 xp for each fight you're telling them "more risk equals more experience, so if you go the less dangerous route you won't gain as much". Figure out what playstyle you'd prefer your players to have, and give them the xp to embolden it. But other than that... how much xp you give them doesn't really matter other than what session they're going to eventually level up.
 





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