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In Dungeons and Dragons, the style of play is often dictated by
how experience points are awarded. If the DM only gives away XP
for killing things then he is swiftly going to be running a game
where all the party does is kill things. Personally, I put a premium
on roleplaying and character interaction; combat has its place,
but it should not be the driving force behind a campaign. With that
in mind I took one look at the experience rules in the DMG
and realised that they required a fundamental change.
In the section on Adventuring
on Iourn I mutter at some length about the demographics of my
favourite campaign world and how rare high level characters are.
I mention my preference for running relatively low-level campaigns
with the emphasis on roleplaying and interaction rather than combat.
If I were to award experience as suggested by the CR ratings and
the Dungeon Master's Guide then the PCs would shoot up far
too quickly.
Here's an example for you all. The PC Elias Raithbourne appeared
in every session of both the Notoriety
of Kings and Blood
and Water campaigns - a total of 81 sessions. By the end of
session 81 Elias barely scraped into level ten with a total of 45,415
XP. Had I followed the average experience awards suggested by the
DMG Elias would have been level twenty-four with an amazing
294,400 XP! That might have pleased Marc, but it would have cracked
the campaign world like a soft-boiled egg.
I know what you're thinking.... if I don't follow the DMG
that means I don't use Challenge Ratings, and if I don't use Challenge
Ratings then how do I balance encounters? Well, I'll let you into
a little secret: I don't balance encounters. I go with whatever
is appropriate given particular story-related circumstances. The
integrity of the game world is more important to me than game balance.
So what if your party of first level adventurers are faced with
two hungry wyverns? It'll just make you think around the problem.
So here are the rules that I use for awarding experience points.
This should only be taken as a guide, as the GM should have the
lee-way to alter the award given depending on his whim and the circumstances.
On the whole I award experience by four different criteria.
Player's Gain Experience Points For....
-
Roleplaying: Each session every character receives a
number of experience points for roleplaying. There is no set
limit on this award, but it normally falls between 0 and 200
XP per session. This is an individual award over and above any
additional XP for attaining story goals.
-
Inspired Ideas: A player who comes up with a very good
idea or solves a tricky problem deserves an experience award.
These solutions must come from the player's own wit and not
spoon-fed to him by the DM on the roll of a dice. The most common
award would be 50 XP, but may be significantly higher. This
award is above and beyond any for the story goals.
-
Class Activities: Each session a character will get
experience points if he uses abilities related to his class.
Fighters receive a reward for fighting, wizards and sorcerers
for casting spells, bards for singing and rogues for being sneaky.
The level of the experience award really depends on the challenge
the party faces, and what the activity is. A wizard might get
quite a large reward the first time he creates a scroll, but
it would grow less over time. Basically, if the activity can
be seen as one that stretches the existing skills of a character
then a reward is justified. Multiclass characters only receive
the reward for class activities in the class they are working
to increase at the next level. A reward is not given each time
a character uses a class ability, but rather as a single sum
per session. Rewards for class activities should be on a par
with the roleplaying rewards, although could be considerably
more at the DM's discretion. A player is not guaranteed a reward
each session.
-
Achieving Story Goals: Each adventure is divided into
scenes (encounters in D&D-speak). In each scene there is
a goal and each goal has a related XP reward; in most cases
this award will make up the bulk of the experience points gained
by players. The reward is not based upon the challenge rating
dictated in either the DMG or the Monster Manual
it is a set figure. Experience points are therefore accrued
arithmetically while the number characters need for the next
level increases exponentially. This drastically slows down advancement.
If the goal is achieved the award is divided between all the
characters (and the NPCs) who participated in that stage of the
adventure - even characters who were not directly involved. Characters
completely absent from that part of the adventure won't get any
experience points. The finale of an adventure is treated much
like another encounter. Characters do not receive encounter awards
and an extra award for completing the entire thing - all the encounter
awards added together can be seen as the award for the adventure.
Story Goal experience can vary from 100 XP to 25,000 XP depending
on the nature of the threat the PCs face, their personal power
levels, their goals and the importance of the task at hand. There
is no upper limit to the amount of experience the PC could enjoy.
In practice story goals are unlikely to be more than a few hundred
experience points per session, and usually less than 1000 XP for
any one adventure.
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