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XP for generating monsters
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<blockquote data-quote="Mesh Hong" data-source="post: 4670841" data-attributes="member: 73463"><p>This seems relatively straight forward.</p><p> </p><p>1: Estimate a reasonable time (number of rounds) that it <em>should</em> take to kill the main threat, in this case the trapped spirit. </p><p> </p><p>2: Work out how many additional threats the main threat can summon in that time.</p><p> </p><p>3: With the new information of projected number of secondary threats revise your estimation of a reasonable number of rounds. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>3: Add the xp together for your main threat and probable number of secondary threats to get your <strong>encounter xp value</strong>.</p><p> </p><p>When this combat rolls around, no matter how quickly or slowly the PCs defeat the main threat they get the <strong>encounter xp value</strong>. If they are ruthlessly efficient and dispatch the main threat quickly they get bonus xp for good tactics. If they are inefficient, things go badly, or they try and exploit the situation then (effectively) they get penalised. Either way you know exactly the outcome of the fight xp wise.</p><p> </p><p>In reality I don't think your players would ever notice they were getting more or less xp than the sum of the monsters fought. I have never had my players question the ammount of xp I hand out at the end of the session.</p><p> </p><p>It also really depends what the main threat is summoning, if it is minions then the PCs probably wont have much of a problem punching a hole in them to get to the summoner. However If they are non minions then things could get a bit more complicated, and if things go badly they could get completely out of hand.</p><p> </p><p>hope this helps.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4670841, member: 73463"] This seems relatively straight forward. 1: Estimate a reasonable time (number of rounds) that it [I]should[/I] take to kill the main threat, in this case the trapped spirit. 2: Work out how many additional threats the main threat can summon in that time. 3: With the new information of projected number of secondary threats revise your estimation of a reasonable number of rounds. :) 3: Add the xp together for your main threat and probable number of secondary threats to get your [B]encounter xp value[/B]. When this combat rolls around, no matter how quickly or slowly the PCs defeat the main threat they get the [B]encounter xp value[/B]. If they are ruthlessly efficient and dispatch the main threat quickly they get bonus xp for good tactics. If they are inefficient, things go badly, or they try and exploit the situation then (effectively) they get penalised. Either way you know exactly the outcome of the fight xp wise. In reality I don't think your players would ever notice they were getting more or less xp than the sum of the monsters fought. I have never had my players question the ammount of xp I hand out at the end of the session. It also really depends what the main threat is summoning, if it is minions then the PCs probably wont have much of a problem punching a hole in them to get to the summoner. However If they are non minions then things could get a bit more complicated, and if things go badly they could get completely out of hand. hope this helps. [/QUOTE]
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