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Experience
Point System: Final Version
This
is the text of the Experience Point section of the Rewards
chapter from the upcoming Dungeon Masters Guide.
Youll notice portions of it are very similar to
the previous system, while others are very different.
Mialee
and Tordek stand within the treasure chamber, surveying
the riches before them. To get there, they slew three
savage trolls, bypassed several devious traps, and
solved the riddle of the golden golem before it crushed
them. Now they are not only richer, but through their
experiences they have grown in knowledge and power.
Experience
points are a measure of accomplishment. While they
partially represent training and learning by doing,
they mostly illustrate the fact that, in fantasy,
the more experienced a character is, the more power
he or she possesses. Experience points allow a character
to gain levels and are thus at the center of two of
the most important concepts of the game: level advancement
and character improvement. Gaining levels keeps the
game moving and heightens the fun and excitement.
Experience
points can also be spent by spellcasters to power
some of their most potent spellscommuning with
deities, calling for a miracle, creating permanent
spell effects, and invoking powerful wishes. When
a caster chooses to do this, the loss of experience
represents the terrible toll that using such powerful
magic takes on his or her inner power. Experience
points also represent the personal puissance that
a character must imbue an object with in order to
create a magic item. Every such item contains within
it some fraction of its creators power.
In
addition to experience, characters also earn treasure
on their adventures. They find gold and other valuables
that allow them to buy bigger and better equipment,
and they find magic items that give them new and better
abilities.
EXPERIENCE
AWARDS
When the party defeats
monsters, the DM awards them experience points (XP).
The more dangerous the monsters, compared to the partys
level, the more XP the characters earn. The PCs split
the XP between themselves, and each character increases
in level as his or her personal XP total increases.
Standard Awards
In order to give PCs
experience points, you need to break the game down
into encounters and then break the encounters down
into parts. If youre using monsters from the
Monster Manual, some of the work has already
been done for you. Each monster there has been given
a Challenge Rating (CR) that, when compared to party
level, translates directly into XP awards.
A Challenge Rating is
a measure of how easy or difficult a monster or trap
is to overcome. Challenge Ratings are used in Chapter
4: Adventures to determine Encounter Levels (EL),
which in turn indicate how difficult an entire encounter
(often with multiple monsters) is to overcome. Of
course, overcoming the encounter can take many forms.
A monster is usually overcome by defeating it in battle,
a trap by being disarmed, and so forth.
As the DM, you must decide
when a challenge is overcome. Usually, this is simple
to do. Did the PCs defeat the enemy in battle? Then
they met the challenge and earned experience points.
Other times it can be trickier. Suppose the PCs sneak
by the sleeping minotaur to get into the magical vaultdid
they overcome the minotaur encounter? If their goal
was to get into the vault and the minotaur was just
a guardian, then the answer is probably yes. Its
up to you to make such judgments.
Only characters who take
part in an encounter should gain the commensurate
awards. Characters who died or were incapacitated
before the encounter earn nothing, even if they are
raised or healed later on.
To determine the XP award
for an encounter, follow these steps:
1. Determine the party
level (average level of the party members).
2. For each monster defeated,
determine that single monsters Challenge Rating.
3. Use Table 71:
Experience Point Awards (Single Monster) to cross-reference
the party level with the Challenge Rating to find
the XP award.
4. Add up the XP award
for each monster defeated to find the partys
award.
5. Divide the total XP
among all the characters who started the encounter.
(Even if they are knocked unconscious, everyone who
took part in an encounter gains experience for that
encounter.)
Do not award XP for creatures
that enemies summon or otherwise add to their forces
with magic powers. An enemys ability to summon
or add these creatures is part of the enemys
CR already. (You dont give PCs more XP if a
drow cleric casts unholy blight on them, so
dont give them more XP if she casts summon
monster IV instead.)
Example: A
party of five 4th-level PCs defeats two ogres. An
ogre is Challenge Rating 2, so the party earns 600
XP per monster, for a total of 1,200 XP. There are
five characters in the party, so they each get 240
XP (1,200 _ 5 = 240
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Table 71:
Experience Point Awards (Single Monster)
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Party
|
Challenge Rating
|
|
Level
|
CR
1
|
CR
2
|
CR
3
|
CR
4
|
CR
5
|
CR
6
|
CR
7
|
CR
8
|
CR
9
|
CR
10
|
|
1st3rd
|
300
|
600
|
900
|
1,350
|
1,800
|
2,700
|
3,600
|
5,400
|
7,200
|
10,800
|
|
4th
|
300
|
600
|
800
|
1,200
|
1,600
|
2,400
|
3,200
|
4,800
|
6,400
|
9,600
|
|
5th
|
300
|
500
|
750
|
1,000
|
1,500
|
2,250
|
3,000
|
4,500
|
6,000
|
9,000
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|
6th
|
300
|
450
|
600
|
900
|
1,200
|
1,800
|
2,700
|
3,600
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5,400
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7,200
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7th
|
263
|
394
|
525
|
700
|
1,050
|
1,400
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2,100
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3,150
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4,200
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6,300
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8th
|
200
|
300
|
450
|
600
|
800
|
1,200
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1,600
|
2,400
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3,600
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4,800
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9th
|
*
|
225
|
338
|
506
|
675
|
900
|
1,350
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1,800
|
2,700
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4,050
|
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10th
|
*
|
*
|
250
|
375
|
563
|
750
|
1,000
|
1,500
|
2,000
|
3,000
|
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11th
|
*
|
*
|
*
|
275
|
413
|
619
|
825
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1,100
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1,650
|
2,200
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12th
|
*
|
*
|
*
|
*
|
300
|
450
|
675
|
900
|
1,200
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1,800
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13th
|
*
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*
|
*
|
*
|
*
|
325
|
488
|
731
|
975
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1,300
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14th
|
*
|
*
|
*
|
*
|
*
|
*
|
350
|
525
|
788
|
1,050
|
|
15th
|
*
|
*
|
*
|
*
|
*
|
*
|
*
|
375
|
563
|
844
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16th
|
*
|
*
|
*
|
*
|
*
|
*
|
*
|
*
|
400
|
600
|
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17th
|
*
|
*
|
*
|
*
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*
|
*
|
*
|
*
|
*
|
425
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18th
|
*
|
*
|
*
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*
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*
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*
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*
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*
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*
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*
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19th
|
*
|
*
|
*
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*
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*
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*
|
*
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*
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*
|
*
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20th
|
*
|
*
|
*
|
*
|
*
|
*
|
*
|
*
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*
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*
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Party
|
Challenge Rating
|
|
Level
|
CR
11
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CR
12
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CR
13
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CR
14
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CR
15
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CR
16
|
CR
17
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CR
18
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CR
19
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CR
20
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1st3rd
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**
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**
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**
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**
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**
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**
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**
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**
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**
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**
|
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4th
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12,800
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**
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**
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**
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**
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**
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**
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**
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**
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**
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5th
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12,000
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18,000
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**
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**
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**
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**
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**
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**
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**
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**
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6th
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10,800
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14,400
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21,600
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**
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**
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**
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**
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**
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**
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**
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7th
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8,400
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12,600
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16,800
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25,200
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**
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**
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**
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**
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**
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**
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8th
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7,200
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9,600
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14,400
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19,200
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28,800
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**
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**
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**
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**
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**
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9th
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5,400
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8,100
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10,800
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16,200
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21,600
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32,400
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**
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**
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**
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**
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10th
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4,500
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6,000
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9,000
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12,000
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18,000
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24,000
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36,000
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**
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**
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**
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11th
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3,300
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4,950
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6,600
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9,900
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13,200
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19,800
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26,400
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39,600
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**
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**
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12th
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2,400
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3,600
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5,400
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7,200
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10,800
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14,400
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21,600
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28,800
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43,200
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**
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13th
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1,950
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2,600
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3,900
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5,850
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7,800
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11,700
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15,600
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23,400
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31,200
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46,800
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14th
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1,400
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2,100
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2,800
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4,200
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6,300
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8,400
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12,600
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16,800
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25,200
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33,600
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15th
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1,125
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1,500
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2,250
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3,000
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4,500
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6,750
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9,000
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13,500
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18,000
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27,000
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16th
|
900
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1,200
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1,600
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2,400
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3,200
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4,800
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7,200
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9,600
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14,400
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19,200
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17th
|
638
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956
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1,275
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1,700
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2,550
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3,400
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5,100
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7,650
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10,200
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15,300
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18th
|
450
|
675
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1,013
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1,350
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1,800
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2,700
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3,600
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5,400
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8,100
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10,800
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19th
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*
|
475
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713
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1,069
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1,425
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1,900
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2,850
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3,800
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5,700
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8,550
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20th
|
*
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*
|
500
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750
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1,000
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1,500
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2,000
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3,000
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4,000
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6,000
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For
monsters with CRs above 20, double the reward for
a CR two levels below the desired CR. Thus, a CR 21
reward equals double the CR 19 reward, CR 22 is double
the CR 20 reward, CR 23 is double the CR 21 reward,
and so on.
Bold
numbers indicate the amount of XP that a standard
encounter for a party of that level should provide.
*The
XP chart doesnt support XP for monsters that
individually are eight Challenge Ratings lower than
the party level, since an encounter with multiple
weak creatures is hard to measure. See Assigning Ad
Hoc XP Awards.
**The
XP chart doesnt support awards for encounter
eight or more Challenge Ratings above the partys
level. If the party is taking on challenges that far
above their level, something strange is going on,
and the DM needs to think carefully about the awards
rather than just taking them off a chart. See Assigning
Ad Hoc XP Awards.
Similar
to the previous system, the things player characters
might encounter are rated to show what sort of encounter
would be an appropriate challenge for those PCs. Unlike
the previous system, the experience points are awarded
per monster rather than for a group of monsters. Also,
now you dont adjust the difficulty based on the
number of PCs -- their rewards are increased or decreased
simply based on how much of the share of the Challenge
Ratings XP value they get.
Mathematically,
youll notice similarities between the progression
of a given CRs worth in this system and the previous
systems Challenge Level reward progression. Thats
because the amount of XP needed to gain a level did
not change between these two systems, nor did our desired
advancement rate (gaining a level about every four sessions,
or every 13 to 14 encounters appropriate to your character).
A 1st-level character in a group of four players is
going to get 75 XP per level-1 encounter, just as in
the previous system.
Monsters
Below CR 1
Some
monsters are fractions of a Challenge Rating. For
instance, a single orc is not a good challenge for
even a 1st-level party, although two might be. You
could think of an orc as approximately CR 1/2. For
these cases, calculate XP as if the creature were
CR 1, then divide the result by 2.
Challenge
Ratings for NPCs
An
NPC with a PC class has a Challenge Rating equal to
the NPCs level. Thus, an 8th-level sorcerer
is an 8th-level encounter. As a rule of thumb, doubling
the number of foes adds 2 to the CR. Therefore, two
8th-level fighters are an EL 10 encounter. A party
of four NPC 8th-level characters is an EL 12 encounter.
A creature with character classes, such as a medusa
sorcerer, adds its base CR from the Monster Manual
to its class levels to get its final CR.
An
NPC with an NPC class (see Chapter 2: Classes) has
a Challenge Rating of the NPCs level minus 1.
Thus, an 8th-level adept is a 7th-level encounter.
Some
powerful creatures are more of a challenge than their
level would suggest. A 7th-level drow, for example,
has spell resistance and other abilities, so she counts
as a CR 8 creature. In general, if a creatures
base CR is less than 1, then its character level equals
its CR. If the creatures base CR is 1 or more,
add its base CR to its total class levels to get its
overall CR. For example, a centaur is CR 1, so a centaur
whos also a 7th-level ranger is CR 8.
Challenge
Ratings for Traps
Traps
vary considerably. Those presented in this book (see
Chapter 4: Adventures) have Challenge Ratings assigned
to them. For traps you and your players create, assign
+1 CR for every 2d6 points of damage the trap deals.
For magic traps, start at CR 1 and then assign +1
CR for every 2d6 points of damage the trap deals or
+1 for every level of the spell. No trap should probably
ever have a Challenge Rating above 10.
Overcoming
the challenge of a trap involves encountering the
trap, either by disarming it, avoiding it, or simply
surviving the damage it deals. A trap never discovered
or never bypassed was not encountered (and hence grants
no XP award).
Modifying
Encounter Levels
An
orc warband that attacks the PCs by flying over them
on primitive hang gliders and dropping large rocks
is not the same encounter as one in which the orcs
just charge in with spears. Sometimes, the circumstances
give the characters opponents a distinct advantage.
Other times, the PCs have an advantage that makes
the encounter much easier. Adjust the XP award and
the EL depending on how greatly circumstances change
the encounters difficulty.
Circumstance
XP Award Adjustment EL Adjustment
Half
as difficult 1/2 XP 2 EL
Significantly
less difficult 2/3 XP 1 EL
Significantly
more difficult 3/2 XP +1 EL
Twice
as difficult 2 XP +2 EL
ELs
of 2 or lower are the exception. They increase and
decrease in proportion to the change in XP. For example,
an encounter thats normally EL 1 but thats
twice as tough as normal is EL 2, not EL 3.
You
can, of course, increase or decrease XP by smaller
amounts, such as +10% or 10%, and just eyeball
the EL.
See
Chapter 4: Adventures for examples of the sorts of
factors that make an encounter easier or more difficult.
Modify
all ELs and experience rewards as you see fit, but
keep a few points in mind:
Experience points drive the game. Dont be too
stingy or too generous.
Most encounters do not need modifying. Dont
waste a lot of time worrying about the minutia. Dont
worry about modifying encounters until after you have
played the game a while.
Bad rolls or poor choices on the PCs part should
not modify ELs or XP. If the encounter is hard because
the players were unlucky or careless, they dont
get more experience.
Just because the PCs are worn down from prior encounters
does not mean that later (more difficult) encounters
should gain higher awards. Judge the difficulty of
an encounter on its own merits.
Assigning
Ad Hoc XP Awards
Sometimes
the XP chart doesnt quite cover a given situation
adequately. If two orcs are an EL 1 encounter, four
orcs EL 3, eight orcs EL 5, and sixteen orcs EL 7
(maybe), are thirty-two orcs an EL 9 encounter? A
party of 9th-level characters almost certainly can
wipe them out with ease. By 9th level a characters
defenses are so good that the standard orc cannot
hit him or her, and one or two spells cast by a character
at that level could easily destroy all thirty-two
orcs. At such a point, your judgment as the DM overrules
whatever the XP table would say.
An
encounter so easy that it uses up none or almost none
of the PCs resources shouldnt result in
any XP award at all, while a dangerous encounter that
the PCs defeat handily through luck or excellent strategy
is worth full XP. However, an encounter in which the
PCs defeat something far above their own level (CRs
higher than their level by eight or more) was probably
the result of fantastic luck or a unique set of circumstances,
and thus a full XP award may not be appropriate. As
the DM, youre going to have to make these decisions.
As a guideline, the minimum and maximum awards given
on Table 71: Experience Point Awards (Single
Monster) for a group of a given level are the least
and most you should award a group. Circumstances in
your campaign may alter this, however. You might decide
that an EL 2 encounter is worth at least a little
to your 10th-level party since it caused them to waste
some major spells, so you give them half the amount
an EL 3 encounter would have garnered, or 125 XP.
Or you might judge that a vast number of CR 1 monsters
are indeed an appropriate equal challenge for the
same 10th-level party because the group had lost all
their equipment before the fight started.
Sometimes,
you may want to estimate experience point awards for
actions that normally dont result in XP under
the standard system. These are called story awards
(see below) and should only be used by an experienced
DM.
Variant:
Faster or Slower Experience
You
control the pace of character progress, and the easiest
way to do that is through experience point awards.
Obviously, if you want the characters to progress
faster, simply make every award 10%, 20%, or even
50% larger. If you want characters to progress more
slowly, give awards that are some suitable fraction
of the original award.
When
modifying awards in this way, keep track of the amount
of change you impose on the PCs progress. You
need to balance this with the pace of treasure awarded.
For example, if you increase the amount of experience
earned by the characters by 20% across the board,
treasure also needs to increase by 20%, or the PCs
end up poor and underequipped for their level.
Modifying
Challenge Ratings
The
other way to modify character progress is to modify
the Challenge Ratings of monsters encountered. If
you increase the CRs, you increase the experience
awards and speed up advancement.
Of
course, whether or not you want to change character
progress, you may decide to modify various Challenge
Ratings. If you think that a certain monster is worth
more (or less) than its Monster Manual rating,
feel free to change it. Keep in mind, however, that
just because the PCs in your campaign happen to all
have bane weapons useful against aberrations, that
doesnt necessarily make beholders actually a
lower challenge overall. It just means that your party
is well equipped to deal with their challenge.
Variant:
Free-Form Experience
Instead
of calculating experience points, just hand out about
75 XP times the average party level for each character
in the party per balanced encounter. Hand out more
for tough encounters: 100 XP per level per character,
or even 150 XP. Award less for easy ones: 25 to 50
XP. Alternatively, you could give out 300 XP times
the average party level for each character per session,
modified slightly for tough or easy sessions.
Its
very simple to track how quickly characters gain levels
using this system. The drawback is that it generalizes
PC rewards, rather than granting them based on specific
accomplishments. You risk players becoming dissatisfied
by gaining the same reward every session.
Variant:
Story Awards
The
PCs have rescued the constables son from the
troll lair, a heroic and impressive feat. They leave
the lair and stop their current quest so they can
return the young boy to his home and parents. Do they
get experience points for this?
Some
DMs want the answer to be "Of course they do."
In order to accomplish this, you need to set up a
system in which you can award XP for accomplishing
goals and for actions and encounters that dont
involve combat.
In
the finished version of the Dungeon Masters
Guide, we employed the use of "Variants"
to show that there were different ways of doing things,
and you could choose the one you liked best for when
you play.
Challenge
Ratings for Noncombat Encounters
You
could award experience points for solving a puzzle,
learning a secret, convincing an NPC to help, or escaping
from a powerful foe. Mysteries, puzzles, and roleplaying
encounters (such as negotiations) can be assigned
Challenge Ratings, but these sorts of awards require
more ad hoc ruling on the DMs part.
Challenge
Ratings for noncombat encounters are even more of
a variable than traps. A roleplaying encounter should
only be considered a challenge at all if theres
some risk involved and success or failure really matters.
For example, the PCs encounter an NPC who knows the
secret password to get into a magical prison that
holds their companion. The PCs must get the information
out of herif they dont, their friend remains
trapped forever. In another instance, the characters
must cross a raging river by wading, swimming, or
climbing across a rope. If they fail, they cant
get to where the magic gem lies, and if they fail
spectacularly they are washed away down the river.
You
might see such situations as having a Challenge Rating
equal to the level of the party. Simple puzzles and
minor encounters should have a CR lower than the partys
level if they are worth an award at all. They should
never have a CR higher than the partys level.
As a rule, you probably dont want to hand out
a lot of experience for these types of encounters
unless you intentionally want to run a low-combat
game.
In
the end, this type of story award feels pretty much
like a standard award. Dont ever feel obligated
to give out XP for an encounter that you dont
feel was much of a challenge. Remember that the key
word in "experience award" is award.
The PCs should have to do something impressive
to get an award.
Mission
Goals
Quite
often an adventure has a mission or a goal that pulls
the PCs into the actionrescuing a prisoner,
recovering a lost artifact, shutting down an infernal
machine, and so forth. Should the PCs accomplish their
goal, they may get a story award. No Challenge Ratings
are involved here: the XP award is entirely up to
the DM.
Such
rewards should be fairly largelarge enough to
seem significant when compared to the standard awards
earned along the way toward achieving the mission
goal. As a general rule, the mission award should
probably be more than the XP for any single encounter
on the mission, but not more than all standard awards
for encounters for the mission put together (see Story
Awards and Standard Awards, below). Potentially, you
could give out only story awards and no standard awards.
In this very deviant sort of game, the mission award
would be the main contributor for XP.
Its
possible that in a single adventure a party can have
multiple goals. Sometimes the goals are all known
at the outset: Unchain the gold dragon, destroy or
imprison the two black dragons, and find the lost
staff of healing. Sometimes the next goal is
discovered when the first one is accomplished: Now
that the illithid is dead, find the people who were
under its mental control and bring them back to town.
Some
players will want to set up personal goals for their
characters. Perhaps the PC paladin holds a grudge
against the night hag from when they encountered her
before. Although its not critical to the adventure
at hand, it becomes his personal goal to avenge the
wrongs she committed by destroying her. Or, another
character wants to find the magic item that will enable
her to return to her home village and stop the plague.
These are worthy goals, and the individual character
who achieves them should get a special award. "I
want to get more powerful" is not an individual
goal, since thats what just about everyone wants
to accomplish.
Remember:
A goal thats easy to accomplish is worth little
or no award. Likewise, goals that merely reflect standard
awards (such as "Kill all the monsters in this
cavern complex") should be treated as standard
awards.
Roleplaying
Awards
A
player who enjoys playing a role well may sometimes
make decisions that fit his or her character but dont
necessarily lead to the most favorable outcome for
that character. Good roleplayers might perform some
deeds that seem particularly fitting for their characters.
Someone playing a bard might compose a short poem
about events in the campaign. A smart-aleck sorcerer
might crack an in-game joke that sends the other players
to the floor laughing. Another player might have his
character fall in love with an NPC and then devote
some portion of his time to playing out that love
affair. Such roleplaying should be rewarded, since
it enhances the game. (If it doesnt enhance
the game, dont give an award.)
Roleplaying
XP awards are purely ad hoc. That is, there is no
system for assigning Challenge Ratings to bits of
roleplaying. The awards should be just large enough
for the player to notice them, probably no more than
50 XP per character level per adventure.
Story Awards
and Standard Awards
You
can handle story awards in one of two ways. The first
is to make all awards story awards. Thus, killing
monsters would earn no experience in and of itselfalthough
it may allow characters to achieve what they need
to do in order to earn the story awards. If you follow
this method, you should still pay attention to how
many experience points the characters would be earning
by defeating enemies so that you can make sure the
PCs treasure totals are in line with what they
should be earning.
The
second way is to use standard awards for defeating
enemies but award only half the normal amount for
doing so, making up the other half through story awards.
This method has the virtue of keeping the treasure
earned at about the same rate as XP.
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