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Standard Experience PointsOf course, experience is awarded for combat, or we wouldn't be able to call the game we play D&D. However, non-combat earns experience as well. Experience points will be awarded for obstacles overcome without resorting to melee. In all cases, this experience reward will be the same, and sometimes greater, as what would have been awarded if the obstacle was overcome through combat. Additionally, non-combat obstacles, such as traps, riddles, etc. will be assigned an appropriate difficulty rating, and experience will be awarded for overcoming these obstacles accordingly. In the case of traps, setting off the trap by blundering into it, will not earn any reward...it is only through discovering and then disarming a trap that a reward will be earned. Experience for all of these things will be split evenly, between all PC's present, irregardless for their contribution in earning the reward. This is done for two reasons: 1. To further nurture and encourage the 'team' view, rather than individual competition, among players., and 2. Because even a pc not involved in actually overcoming a given obstacle is 'support' if present. A thief, for example, would not be so inclined to risk himself continuously scouting for and disarming traps if he didn't know that the warriors were behind him to assist should he stumble on a hoard of opponents and that the priest is back there ready to heal him if the trap blows up in his face. So, although the warriors and priest are not 'actively' involved in disarming a trap, the entire party, not just the rogue, earns experience for the action of doing so. PC's who are present, but whose Player is not at a session, will earn between 50% and 100% of these exp awards for the session, dependent upon the DM's ruling of how integral the pc was during the session. This is done as an incentive to encourage attendance at games whenever possible, and no rationale other than that exists for it. Note, all things are given a CR rating, whether they be combat encounters or not, based upon the difficulty presented to the party. In all cases for these standard experience awards, half of the value listed on the CR table for experience will be awarded. The other half is intended to be made up by Story-based awards, detailed next. [TOP] Story based awards:I take the section in the DMG about story based awards to heart. Arcady0 stated, "I suspect that in the design of the game the story and dungeon crawl camps bickered over this issue and the dungeon side won with a minor concession that let the other side get mention in the book but without details." He's probably right. The concepts behind how this part of the xp will be awarded is highly weighted based on the feedback given to me by the players in the poll held last month. Those activities not covered in the Standard-experience award which you all said you liked in the game are awarded here. Those things weighted most heavily by yourselves in the poll, are most heavily weighted here as well. I prefer to detail out the story awards side of things in order to make it fair and objective. Without this I find in play that the player who gets remembered most tends to get all the role-play XP. And that's often the player who was loudest or most obnoxious. Which is not necessarily the deepest role player. Granted, this player still may get the Hero point awards, so its fair this way. Unlike Standard XP rewards, the PCs won't get the same amount every session and thus will not get complacent about those activities which are awarded for these story-based awards.. This system is designed to favor players who put forth more effort; those who put the most effort into the game will get the largest rewards. Therefore in addition to the half Standard Awards the following system will be used. The base number is 100*character level.
If you total this all up it does exceed 100%. That is intentional as I don't expect everyone to pull off everything all the time. The goal here is to have one level progression for every 3-6 sessions, based on the two types of awards. [TOP] |
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