XP: Party or Individual...

GSHamster

Adventurer
How do you give out XP?

Do you give it out on a party (all people in the party get equal xp) basis, or on an individual (each PC gets XP according to what she does) basis?

What do you do if the party splits up?

What's the granularity of awards for non-combat quests? Do you give an XP award for each non-combat encounter within the quest, or give a general award for accomplishing the quest?
 

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Each Pc gets their own experience based off their level and activity in the game. That includes XP for roleplaying, thinking, and breinging soda and snacks to the game.
 

We also do the Individual XP method (mostly). It works out really well. No one PC gets particularly far ahead or behind the group and everyone gets rewarded based on how smart (or lucky) they were.

There are no problems with lack of teamwork, since that tends to lead to TPK's, which sorts out all problems rather errr...abruptly.
 


So far... I give out party XP, everyone gets the same.

I also give out 'bonus' XP when a mini-arc is completed, and those are based on individual stuff. (maybe about 10-15% of what was earned from the adventure.)
 

Coredump said:
So far... I give out party XP, everyone gets the same.

I also give out 'bonus' XP when a mini-arc is completed, and those are based on individual stuff. (maybe about 10-15% of what was earned from the adventure.)

Word.

Group XP for the most part, but with individual bonuses for really good ideas, a particularly worthwhile bit of RP, figuring stuff out, etc.

It's not only easier to keep track of this way, but I've found that my players tend to prefer it. Nobody really likes it when there's a notable gap in party levels.
 

I give XP for all kinds of stuff apart from the usual monsters and traps. Completing story bits gets XP, and so does roleplaying stuff. Example, if a session is mostly roleplaying and little or no combat, I'll still give xp for the session.

Individuals can get XP bonuses for good roleplaying, for writing backtroy or journals, for finding pictures of thier characters, bringing food, or having very clever ideas.

As far as "normal" xp, it all gets divvied up evenly among the players. I think that only giving xp to the players whose characters were directly involved with the encounter leads to unfairness and making poor decisions. Either the rogue gets all the XP for disarming the trap, and the bard gets everything for negotiating with the Grand Poobah, or you have situations where it would make sense tactically to send in certain characters for certain challenges, but others go in too so they won't be left out of the XP. Should the wizard rush ahead to set off the trap so he gets a share in the XP? Does the cha 6 half orc insist on being a part of the negotiations just because his player is desperate to level? In my opinion, when a party uses sensible tactics to decide just who should actively solve a certain problem, they all deserve the reward.
 

I myself give out group xp and action points to those who deserve it with good ideas (very good ideas), heroic actions, or completeing a pc's story goal. I never give out rewards for being lucky -- lucky is its own reward.

However the other dms in my group prefer individual xp awards . . . with the following results:

1) The 'gm hogs' in the group are rewarded for interviewing npcs for two or more hours.
2) If one pc decides to do something because it is in character, at least half of the group will help him. Even if the characters hate each other.
3) Everybody has to roll a skill check, even if thier pc has a total +1 for a dc 25 check.
4) Players start keeping secrets from other players because they don't want to share xp.
5) Each session ends with 30 minutes to an hour of " I should get bonus xp because ..

with my personal favorite "I should get bonus xp cause I gathered the group together."

I find that individual xp awards tends to encourage selfish roleplaying, power gaming (being better than anyone else means more xp! And with more xp I get more better!), and wastes time that is already too precious.
 

Party-based Xp only, it seems to be the more fair way to do it.

I used to give individual Xp bonuses (roleplay & tactics) only in the early days of DMing, it was probably within +/- 15% of the average, but it didn't seem a good idea and it's a possible cause of debate for no real benefit to the game.

Absolutely no meta-Xp in our games, such as benefits for bribing the DM with food or penalties for being late :)
 

When I DM largely party based, unless there is a compelling reason to give extras - writing story hours, completing individual missions, helping out the GM or the player and/or character is absent when a lower award is given.
 

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