Experience question

Roldar

Mongoose
I'm stuck in a bit of a delemia. I'm not sure how XP should work. I've got a group running through Kazakstan now. They are almost done and I've had them level after each session as it makes sense for characters to do so as they are low level and the missions are not too bad.

Were I tallying XP thought they would have earned a great deal extra after how they handled a great deal of their negoiations and the origional way they handled the second escort missions combat.

I've not been able to find any straight plug and chug formulas for xp, have I overlooked them or what?
 
yeah, have you seen the part that says, "requires the use of D&D 3rd edition from wizards of the coast" THat's where your experience/level chart is. You're probably also not giving your guys the bonus feats they get and the bonus attribute scores.
 
bubbalin said:
yeah, have you seen the part that says, "requires the use of D&D 3rd edition from wizards of the coast" THat's where your experience/level chart is. You're probably also not giving your guys the bonus feats they get and the bonus attribute scores.

That's not what the question was asking. Roldar was after a formula for allocating exp, rather than the level table that's in the front of the phb.

There aren't really any hard and fast rules for alocating exp, there's certainly nothing like the tables you get in the DMG for alocating exp based on the CR of the encounter. You might want to try tallying exp up and handing it out occasionally, rather than just saying they can level at the end of each session, gives you that little bit of room to reward players with slightly more exp than others, depending on what happens in the session. Though, in the end, it comes down to what you, as the gm, want to do.
 
One way to look at it is like this:

XP for doing stuff outside of combat-based on what the person did and how fast you want people advancing

XP for combat-you can use the DMG's challenge rating system as a guide, giving out more XP for harder fights and less for cakewalks. For this you also look at tactics involved, if they charge straight in, that's less XP. But if they come up with a good sound plan that should get them more.

Probably not the help you're looking for but something to consider
 
Roldar said:
I'm stuck in a bit of a delemia. I'm not sure how XP should work.
I've not been able to find any straight plug and chug formulas for xp, have I overlooked them or what?

IIRC the main book recommends a flat rate 1000 xp per game session. IMHO that is overly generous as I have seen sessions (in other games) that accomplished nothing.

Check the Time to Completion thread, I posted some ideas for an action based xp system.
 
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