strategos14
Mongoose
I POSTED THIS ON ANOTHER THREAD BUT FIGURED I'D JUST START A NEW ONE WITH IT.
I don't like an ALL ad-hoc xp system and none of my players do either. They always felt screwed in some way by the seemingly random way that xp was given out. They felt that they weren't deciding their own xp, that the whim of the GM was. They wanted at least some guidelines that would give them an idea of what they were earning. They didn't like feeling that they got too much xp either. So I made an xp chart. Showed it to the players. Revised it a bit after discussing it with them. And now I and the other GM of the group has adopted this chart. We are all obviously old school D&D (in our late 20's and early 30's). From using this chart though, I've noticed that level progression is right where I want it. First couple levels advance at maybe 2 sessions (depending on what's actually happening since sometimes a whole session goes by with little action but just roleplaying) and levels from 4 to 10 take a few sessions. We've been playing Conan a couple years now and 8th level is the highest anyone has got. Anyway, here is the chart:
COMBAT:
100xp per hit die of enemy defeated. If hit die of enemy is half again more that characters level, it's 150xp per. If hit die of enemy is half again less than characters, it's 50xp per. (divide total by number of allies and range up or down a tad based on other difficulty factors)
SKILLS:
Per meaningful instance or group of similar instances. 25xp for a DC10 skill, 50xp for DC15, 75xp for DC20, etc. note: "involuntary" listen and spot checks do not apply
Sorcery:
25xp per PP used per spell. note: this is small because it represents casting only. Often the result of an accomplished spell will yield much more xp.
ROLE-PLAYING:
Per NOTABLE instance. (good character playing, appropriate choice making, interaction, story related, etc) scale from 1 to 5. 25xp per point.
STRATEGY/PLANNING/TACTICS:
Per notable instance. Scale from 1 to 5. 50xp per point.
STORY GOALS/ADVENTURE CONCLUSION/ INDIVIDUAL GOALS:
Scale of 1 to 5 per instance. 100xp per point. (fate points and reputation points are usually given out here as well but they can be received elsewhere also)
This chart has worked well for us and we stick to it fairly well. At the end of each session, the GM will figure out all xp while asking the players for anything he might have missed. I'll hear "don't forget about when I snuck passed those guards" or "Those bandits were on horses and caught us in no armor in the dark, they should be worth more" or "didn't I roleplay well with that whore?" Anyway, I just through this out so everyone could see just another way it's done is all. There are no arguments at ends of sessions anymore and level progression makes sense for the hard combat oriented world and characters. IMO
I don't like an ALL ad-hoc xp system and none of my players do either. They always felt screwed in some way by the seemingly random way that xp was given out. They felt that they weren't deciding their own xp, that the whim of the GM was. They wanted at least some guidelines that would give them an idea of what they were earning. They didn't like feeling that they got too much xp either. So I made an xp chart. Showed it to the players. Revised it a bit after discussing it with them. And now I and the other GM of the group has adopted this chart. We are all obviously old school D&D (in our late 20's and early 30's). From using this chart though, I've noticed that level progression is right where I want it. First couple levels advance at maybe 2 sessions (depending on what's actually happening since sometimes a whole session goes by with little action but just roleplaying) and levels from 4 to 10 take a few sessions. We've been playing Conan a couple years now and 8th level is the highest anyone has got. Anyway, here is the chart:
COMBAT:
100xp per hit die of enemy defeated. If hit die of enemy is half again more that characters level, it's 150xp per. If hit die of enemy is half again less than characters, it's 50xp per. (divide total by number of allies and range up or down a tad based on other difficulty factors)
SKILLS:
Per meaningful instance or group of similar instances. 25xp for a DC10 skill, 50xp for DC15, 75xp for DC20, etc. note: "involuntary" listen and spot checks do not apply
Sorcery:
25xp per PP used per spell. note: this is small because it represents casting only. Often the result of an accomplished spell will yield much more xp.
ROLE-PLAYING:
Per NOTABLE instance. (good character playing, appropriate choice making, interaction, story related, etc) scale from 1 to 5. 25xp per point.
STRATEGY/PLANNING/TACTICS:
Per notable instance. Scale from 1 to 5. 50xp per point.
STORY GOALS/ADVENTURE CONCLUSION/ INDIVIDUAL GOALS:
Scale of 1 to 5 per instance. 100xp per point. (fate points and reputation points are usually given out here as well but they can be received elsewhere also)
This chart has worked well for us and we stick to it fairly well. At the end of each session, the GM will figure out all xp while asking the players for anything he might have missed. I'll hear "don't forget about when I snuck passed those guards" or "Those bandits were on horses and caught us in no armor in the dark, they should be worth more" or "didn't I roleplay well with that whore?" Anyway, I just through this out so everyone could see just another way it's done is all. There are no arguments at ends of sessions anymore and level progression makes sense for the hard combat oriented world and characters. IMO