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Post by Ironnerd on Feb 3, 2021 0:56:06 GMT
There are more ways to accumulate Experience than by simply killin’ stuff and finding treasure. To help promote Role-play a bit BE(CM)+ uses the following Experience guidelines. Monsters: Players receive Monster XP value for defeated Monsters as follows: • Killed: 100% • Chased Away: 50% • Surrendered: 100%
Treasure: No change, still 1 XP for each gp of treasure the character is able to carry back to his home.
Dungeon exploring: For each dungeon level completed award Dungeon level x10 to x50. This is up to the DM, and may be even more for particularly complex Dungeon levels
Finding and/or disarming traps: XP reward is equal to the Dungeon Level x5.
Exceptional Role Play: 1/20th the base number of point the character needs to achieve the next Experience Level.
Exceptional Actions: 1/20th the base number of point the character needs to achieve the next Experience Level.
Major Goals: The total XP value for all of the monsters defeated in the process of reaching that goal, divided among the characters in the party.
Saving Allies from harm: 1/5th to 1/10th the base number of point the character needs to achieve the next Experience Level.
Maximum Experience Progression: Characters should never gain more than one level of experience per adventure. If a character gains enough XP to advance two levels in a single adventure, the DM should award only enough XP to allow the character to gain one level, and be left one point shy of achieving the second level.
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Post by Ironnerd on Dec 30, 2021 20:38:59 GMT
Experience and Morale Checks A higher-level character fighting low-level monsters is pretty dull (unless they are totally swarmed by hobgoblins or giant bees). Besides, there is not much value in fighting these lesser critters anyway (unless it is important to the story). So, I figure why not use Experience Level as a way to speed things up a little.
The difference between the PC's EXP level and the monster's HD (+1 for each *, but ignore + and - )becomes the Morale Adjustment. So if an 8th level character is in a fight with some Gnolls (HD = 2), the adjustment to the Gnolls' morale roll would be +6. Given that Gnolls has a ML of 8, they will have total ML of 14 so they will just run away form such high-level characters. Since higher-level characters give off an air of awesomeness, they will likely scare away the Gnolls before combat even takes place, so before the first initiative is rolled, have the low-lever critters make a normal Morale roll. If they fail, they just scamper away.
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Post by The Perilous Dreamer on Jun 24, 2022 1:42:22 GMT
I like what you have done with XP and in regards to morale, 1 HD monsters should be intimidated by Hero's (4th level fighters) and other low level monsters should be awed by a Superhero (8th level fighter). Nice little method you have there.
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Post by hengest on Jun 24, 2022 2:31:48 GMT
Agree, this is pretty sweet.
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Post by Ironnerd on Jul 4, 2022 22:11:14 GMT
Thank-you, Gentlemen.
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Post by The Semi-Retired Gamer on Aug 21, 2022 16:48:19 GMT
These are some good variations on the XP guidelines. I dig it!
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Post by The Perilous Dreamer on Nov 13, 2022 20:22:54 GMT
I will add that I do not give out XP for killing things.
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Post by Ironnerd on Nov 20, 2022 21:26:52 GMT
I will add that I do not give out XP for killing things. That's interesting. How does that work out with the players? I mean... that would really change the game.
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Post by The Perilous Dreamer on Feb 5, 2023 4:28:46 GMT
I will add that I do not give out XP for killing things. That's interesting. How does that work out with the players? I mean... that would really change the game. It works out just fine IMO. I give XP for treasure (gold, silver, gems, etc) but not for magic items. I also give XP for pro-active players that make good decisions, for players that are decisive, for players that make me laugh, etc. I will add that using a Silver standard and 1 SP = 1 XP, players get excited when a little gold shows up now and then.
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Post by Ironnerd on Feb 15, 2023 0:52:23 GMT
I can totally see not giving XP for magic items. After all, the character (normally) gets a bonus from them. Treasure - CHECK. Good Role Play - CHECK. The Silver standard intrigues me... I also give XP for achieving important adventure goals and even for solving puzzles. Oh... and an XP for finding a trap or secret door seems to help the players remember to actually look for the darn things.
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