Trial Of Blood Experience

NomadMike

Mongoose
Hi,

I'm about to run Trial of Blood for my players, but I wonder how the experience at the end of each segment is to be dispensed. For instance, at the end of each segment, it might say that the PCs will get 200xp for good role-playing. I assume this means that if one particular PC role-plays well, he gets 200xp alone.

Another example is the defeat of certain enemies. For every Bloody Dawn gang member defeated, it says to award 75xp. Is 75xp awarded to each PC, to be divided evenly, I assume?

And what about other xp awards?
 
I don't have Trial of Blood, but I'm gonna add my two cents anyway.

Roleplaying award: of course the XP goes to each player who qualifies.

Enemies: 75XP for each Player Character sounds about right as award for a defeated Level 1 NPC. This is derived from the D&D practice where a CR1 (i.e. Level 1) encounter is worth 300XP for a lowlevel party, to be split evenly among the members. Since the standardized party size is 4 characters, and 300:4=75, each character should get 75XP.

Of course this is all rather odd for the Conan game, where the GM usually awards XP depending on the story progress. A typically successful party should make a level every two to three sessions, or rather more quickly in the low levels.

As far as I know, ToB is designed to start at level 1 and end at level 12. So as a rule of thumb, split the contents of the book into 11 parts and you'll have a rough guidance when the party should level up. ;)
 
I've always enjoyed incorporating some of the RIFTS XP system- it gives out XP rewards for ideas (both good and bad- which gives the incentives for PCs to THINK); applying a bit of knowledge or skill at a critical times that really does make a difference; using negotiation or role-playing to advance a story line or conflict as opposed to conflict; successful use of group tactics/teamwork to defeat a significantly stronger opponent/monster/opposition, etc; self-sacrifice for a greater good with no reward; etc.

RIFTS has lots of combat too but the XP system tries to get PCs to think about other options. I like it and incorporate it into my game.
 
It's for every PC. I'd recommend simply using a single XP total for the entire party and just using that for everyone. It saves record keeping and stops people from falling behind and feeling (and being) useless.
 
It was written as a guideline to keep the PCs from getting too tough or falling too weak for the following chapters...but it is totally up to you! :)
 
Apple said:
It's for every PC. I'd recommend simply using a single XP total for the entire party and just using that for everyone. It saves record keeping and stops people from falling behind and feeling (and being) useless.

I understand where you're coming from, you want to be "fair" to all players. Look at it this way, if you have one player who goes above and beyond the "average standard" in his role-playing, problem-solving, humor/group social causing event and advancing the story line versus 1 player who won't/can't roleplay, think, decide or do anything to advance the story line other than swing his sword, is is really fair that both PCs be given the same XP?

Now in combat- yes, absolutely yes, they worked as a team, risked life/limb and kicked butt. they both deserve the same amount of xp.

For role-playing, coming up with ideas, solving riddles/problems, avoiding unnecessary confrontation/conflict, coming up with something witty or funny, advancing the story line then the PC who does that SHOULD get the XP because he EARNED IT.

IMHO, what you get out of gaming is what you put into it. If you just sit there and do the minimum, you should get the minimum. If you push the envelope of roleplaying and act in character, etc. (see all the above) then you should be rewarded.

My 2 cents, I just don't think that everyone should be awarded the same whether they roleplayed poorly, per standard, well or absolutely-outstanding. XP is earned, not just doled out per a mere formula for merely showing up.

Not trying to start a flame war, just explaining my position.
 
In practice, the only system I find that works is giving everyone equal XP. Anything else has too much potential for destroying a group.

But, there are other rewards. Give characters free skill ranks, feats, more Fate Points, more rep, more of the story, weird specials. These sorts of things don't seem to annoy people as much, one. Two, you want everyone to have the same amount of XP as it makes balancing encounters far easier. Now, if the differences are small, it doesn't affect differences in levels much, but then, if the PCs are all of the same level anyway, why even bother giving them different XP?
 
I was going to say the same thing as Ichabod so I'll just second that.

BTW, I as a GM used to give out different XP awards exactly with the same reasoning as decker describes. But I've come off that a while ago. To name just one point, giving a less involved player less XP will make his character lag behind even more and spiral into uselessness.
However, other forms or rewards (such as Fate Points and all the stuff Ichabod mentioned) serves as a more direct incentive, and feels more like a reward rather than a punishment.
 
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