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Experience
Point System: Second Version
This
document came from May of 1999. Its much more
developed than the previous system, and it is completely
different in approach. Seemingly as a reaction to the
previous, complicated, "count every last XP"
system, this version attempted to award experience points
by taking a whole encounter into account. While beautiful
in its simplicity, its lack of accuracy was bothersome.
For example, it meant that you received the same XP
award for defeating three goblins as for defeating four,
because you got XP for "a band of goblins."
Experience
Points
Javal
and Jeremy 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 were not only richer, but through their experiences
grew in knowledge and power.
Notice
the names for our adventure party characters were different
then -- "Javal" and "Jeremy."
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 powerful he or she possesses.
Experience points allow a character to gain levels,
and thus are at the center of one of the most important
concepts of the game. Gaining levels keeps the game
moving and heightens the fun and excitement.
Experience
points can also be employed by spellcasters to utilize
some of their most potent spells -- communing with gods,
raising the dead, 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 inner
power. Experience points also represent the personal
puissance that a character must imbue within an object
in order to create a magical item. Each and every such
item contains within it some fraction of its creators
power.
Standard
Awards
Break
the game down into encounters. If youre using
monsters from the Monster Manual, some of that work
has been done for you. There, you will find that each
type of monster encounter has been given a challenge
level. Each encounter in the game gets a challenge level,
indicating how many experience points those who meet
the challenge earn. The greater the danger or difficulty,
the higher the challenge level. To determine the experience
point award for an encounter, multiply the challenge
level by 75 experience points. Thus, the more danger
involved in an encounter results in greater rewards.
By
determining the challenge level of an encounter, you
measure how easy or difficult it is to overcome. Of
course, "overcoming" the encounter can mean
many things. A monster is usually overcome by defeating
it in battle. Other ways to overcome an encounter might
include solving a puzzle, surviving a trap or learning
a secret. Sometimes they can be as straightforward as
convincing an NPC to help or escaping from a powerful
foe.
As
the DM, you must decide when a challenge is overcome.
Usually, this is simple: did the PCs defeat the enemy
in battle? Then they met the challenge and earned experience
points. Other times, it can be trickier. The PCs sneaked
by the sleeping minotaur to get into the magical vault.
Did they overcome the minotaur encounter? If their goal
was to get into the magical vault, and the minotaur
was there to guard, then the answer is probably yes.
Otherwise, probably no. Its up to you to make
such judgements.
Only
characters that take part in an encounter should gain
the commensurate awards. Characters who died or are
incapacitated previous to the encounter earn nothing,
even if they are raised or healed later on.
Below
are example encounters for a given challenge level.
Use these examples as benchmarks to determine the challenge
level of other encounters.
Level
Award Example
1 75 Goblin band (1d4+3 goblins); simple mechanical
trap
2 150 Ogre; convincing an NPC to reveal important information
3 225 Owlbear pair; complicated magical trap
4 300 Troll; 6th level sorcerer
5 375 Medusa; convincing a hostile groups leader
not to fight
6 450 Dire wolf pack (2d4+4 dire wolves)
7 525 Shambling mound
8 600 Vrock
9 675 Harpy swarm (1d4+10 harpies)
10 750 Hill Giant Raiding Party (1d4+4 giants)
11 825
12 900
13 975
14 1050
15 1125
16 1200
17 1275
18 1350 Lich
19 1425
20 1500 Ancient red dragon
Challenge
Levels (called Challenge Ratings in the final game)
first appeared with this system. The concept was a good
one, so we kept it -- even though we discarded the "per
encounter" system for a "per monster"
system.
Modifying
Awards
An
orc warband that attacks the player characters by flying
over them on primitive hang gliders dropping large rocks
is not the same encounter as one in which the orcs just
charge in with spears. As a good DM, once you have played
the game for a while, you will realize that circumstances
can vary from encounter to encounter quite drastically.
Sometimes, the characters opponents have a distinct
advantage due to surprise or cover. Other times, the
PCs have the clear advantage that makes the encounter
easier.
Use
the following as a guideline for modifying experience
point awards based on difficulty.
Trivial
x0 (no award)
Easy x.5
Normal x1
Difficult x2
Extraordinary x3
Vicious x4
The
most obvious circumstance that might change the difficulty
is that the challenge level of the encounter is either
much higher or much lower than the characters
levels. As a general rule of thumb, if the challenge
level is less than half of the level of a character,
treat that encounter as "easy" for the character.
If the challenge level is less than one quarter of the
level of the character, treat it as "trivial."
If the challenge level is more than the level of a character,
treat the encounter as "difficult." An encounter
of more than 2 levels above a character is "extraordinary"
and an encounter of 5 or more levels above a character
is "vicious."
Another
factor that can change the difficulty of an encounter
is the number of characters involved. Encounter challenge
levels are based on approximately four characters of
the same level. Eight or more characters facing an equal
challenge level will make an encounter "easy."
Only three characters undertaking a challenge will make
an encounter difficult, two is extraordinary while a
single character taking on any encounter equal to her
own level is facing vicious odds. These are merely guidelines,
however, and you are the final judge of what is easy
or difficult.
Of
course, countless other factors will routinely change
the difficulty of encounters. Missile weapons and cover
on the opponents part can make an encounter difficult,
for example. If a powerful monster, like a naga has
an orc squad as bodyguards, the encounter will most
likely be more difficult than if the PCs encountered
both separately. In such a case, modify the award for
the lower level encounter by x2.
Modify
the awards as you see fit, but keep a few things in
mind:
- Experience
points drive the game. They control the advancement
of player characters, so dont be too stingy
or too generous.
- Most
encounters probably wont need modification --
dont waste a lot of time worrying about the
minutia. Dont bother to worry about modifying
encounters until after youve played the game
a while.
- Bad
rolls or poor choices on the player characters
part should not modify experience awards
- Just
because the PCs are worn down from prior encounters
does not mean that later (by default, more difficult)
encounters should gain higher awards. Judge the difficulty
of an encounter by its own merits.
- Any
encounter that forces characters to use spells or
lose hp probably shouldnt be considered trivial.
Group
Awards
Some
DMs might feel it inappropriate to give individual experience
awards. You might want to instead award a group a set
amount of experience points for an encounter and then
divide the total up among all participants. This makes
it easier, for example, to reward a small group that
takes on tough challenges as opposed to a larger group
taking on the same challenges.
If
you want to give out group awards, take the challenge
level of the encounter and multiply by 300. Then, divide
this number among the characters who took part in the
encounter. These awards can be modified using the same
multipliers provided above.
Miscellaneous
Awards
You
may want to occasionally provide bonus experience points
for characters who perform particularly well, for players
who do a great job role-playing their character, or
for someone who comes up with a really great idea. This
is OK, but keep in mind that the level progression charts
assume that characters advance based on encounters.
A lot of extra awards will cause characters to advance
at a greater than expected rate. Again, this is OK,
but as DM, you should be aware of the consequences.
In
general, a special award of about 20 experience points
per level of the character should be about right --
not so much to overshadow points earned in encounters,
but enough so that the player will feel rewarded. Some
DMs use these awards to encourage desired behavior in
players. Used sparingly, these awards can indeed accomplish
that.
Experience
Penalties
As
mentioned above, characters can lose experience points
by casting certain spells or creating magical items.
This is a personal devotion of power and serves a specific
game function: limiting and controlling these activities,
as well as making them interesting choices for players.
In general, however, DMs shouldnt use experience
penalties in any other situation. While awards can be
used to encourage behavior, penalties dont really
serve to discourage bad behavior. They usually only
lead to arguments and anger. If a player does things
you dont want him to, talk to him about it. If
he continues, stop playing with him.
Sidebar:
Behind the Curtain
The
experience point award for encounters is based on the
concept that 12 encounters of a level equal to the Player
Characters will allow them to gain a level. Of course,
if any of the characters are human, they will gain that
level slightly faster -- thats their main racial
benefit.
Twelve
encounters will sometimes seem very quick. This is particularly
true at low levels, where most of the encounters that
characters will take part in will be appropriate for
their level. At higher levels, the PCs will face a more
varied range of challenge levels (more lower than higher,
if theyre to survive), and thus they will gain
levels somewhat more slowly. Higher level characters
also tend to spend more and more time interacting with
each other and NPCs, which results in fewer experience
points over time.
With
this information in mind, you can roughly gauge how
quickly the PCs in your game will advance. In fact,
you can control it. As the DM, you control what encounters
happen, and the circumstances in which they occur. You
can predict at what level the characters will reach
the dark temple, and prepare for it. If you predicted
incorrectly, you can engineer encounters to allow them
to reach the appropriate level.
Published
adventures always provide a guideline for what levels
of characters are appropriate to play. Keep in mind
that this information is based on character power as
well as expected treasure. In Chapter XXX, you can find
a guideline for about how much treasure a character
of a given level should possess. This is based on that
12 encounters per level formula, and average treasures.
If you use a published adventure but tend to be generous
with experience points, you might find that the characters
in your group dont have as much treasure as was
expected. Likewise, if youre stingy with experience
points, the characters will probably gain treasure faster
than levels. Of course, if youre stingy or generous
with both treasure and experience points, it might just
all equal out.
Still
no rules for story-based XP, or really anything beyond
monsters. The system at this point is very subjective
and imprecise in dealing with the number of PCs in the
party and the real difficulty of the encounter. We decided
that we still needed to do a lot of work on experience
points at this point. (By the way, the reference to
12 encounters in the above sidebar is also a mathematical
error. The system is actually based on 13.33 encounters.)
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