Question: Second, do Clerics or Magic-Users get XP for casting spells?
Answer: Second, there
is no provision in the
AD&D
rules for awarding XP for the simple casting of spells.
There are, however, many
unspecified
factors which the DM may
take into con-
sideration when determining
how many
points a character has gained.
In a par-
ticular campaign, it might
be quite appro-
priate for the DM to award
experience
points for the successful
casting of any
spell, or of certain spells.
(For instance,
just “getting off” a spell
in the manner it
was intended might be a
noteworthy
accomplishment against an
opponent
with a high degree of magic
resistance,
and such an accomplishment
might in-
deed be deserving of an
XP bonus.) As with so many other
questions, the answer lies
in the prefer-
ence of the DM and the conditions
pres-
ent in his/her campaign.
Q:
Can a DM award XP to players for solving riddles,
defusing traps,
setting up clever ambushes, and so forth? If
so, how many points should
be awarded?
A: This is a problem
for individual DMs to resolve, though I
would recommend giving out
XP for such actions,
since doing so tends to
encourage further creativity on the players' parts.
As a rule of thumb, no more
than 100 XP or so should be awarded for xceptionally
clever actions;
most deeds that involve
solving riddles and the like would probably earn about 10-20
XP or so.
(76.62)
<note: Gary gave out individual XP awards>
ADJUSTMENT && DIVISION OF XP <(HD/L)>
The judgment factor is inescapable with
respect to weighting X for the P gained from slaying
monsters
&&/|| gaining treasure.
You must weigh the level of challenge
-- be it thinking || fighting --
vs. the level of experience of the PC(s)
who gained it.
With respect to monsters, each HD
balances 1 experience level,
counting each special ability &&
each exceptional ability as an additional HD,
and also counting any HP + as an additional
HD.
Dividing the total adjusted
HD
equivalent of the monsters slain
by
the total of all levels
of experience of all characters who had a part (even if only 1 missile,
blow, spell, etc.) in the slaying
yields
a fraction which is
the measure of challenge.
If the numerator
IS greater than the denominator, then full experience <XP> should be
awarded.
If the denominator is greater, use the
fraction to adjust the amount of experience <XP> by simple multiplication.
(Note: It may be necessary
to adjust character level in the same manner as is done with monster hit
dice <HD> in order to gain a true evaluation; as,
for example, 12 orcs are not equal to a wizard!)
<space>
Therefore, the following rule applies:
If the average HD
or level is 10 times greater than the average level or hit dice <HD>,
there must be an adjustment
of at least halving <(1/2)>
or doubling <(x2)> the experience point
(X.P.) award as the circumstances dictate,
except if the lesser
group is approximately 20 times more numerous than the greater value group.
(20 orcs might prove troublesome to a wizard, but even that is subject to the circumstances of the encounter.)
Tricking or outwitting monsters or overcoming
tricks and/or traps placed to guard treasure must be determined subjectively,
with level of experience balanced against
the degree of difficulty you assign to the gaining of the treasure.
Question: Is experience
for psionically slaying monsters
the same as by spell or
by weapon?
Answer: Yes.— W. Niebling,
J. Ward
Question: Do you get
XP for a monster you are
quested/geased
to kill?
Answer: Yes.
The awarding of XP is in
part
designed to credit characters
with actual experience -- that is,
the proven ability to face
a life-threatening or potentially
harmful and overcome the
obstacle it represents. Any time a
character performs such
an action, he/she is presumed to have
learned from the experience,
and receives XP to
signify that “betterment.”
Since a character under the influence
of a Quest
spell or a Geas spell is presumed to be conscious
of
his/her actions and capable
of remembering events after they
take place, it follows that
XP should be awarded
to that character in normal
fashion for any worthy deeds done
while he/she was enspelled.
— J. Ward, W. Niebling
* * *
Division
of XP:
How treasure is divided is actually in
the realm of player decision.
XP (x.p.) for slain monsters,
however, is strictly your prerogative.
It is suggested that you decide division
of x.p. as follows:
1. X.p. for the slain monsters are totalled.
2. All surviving characters who took part (no matter how insignificantly) in slaying the monsters are totalled.
3. X.p. total is divided by the number of characters, each getting an equal share.
4. Exception: Monsters slain single-handedly -- and a magic-user protected by fighters keeping off the enemy so he or she can cast spells which slay monsters is NOT fighting single-handed -- accrue x.p. only to the slayer and are not included in steps 1. through 3. above.
Example: A party of 12 characters encounters
monsters; in the ensuing
battle all characters fight, 2 are slain,
and the x.p. for monsters
total
4,300, as each survivor gains 430 -- adiusted
for difficulty and for being
actual player characters or halved for
henchman characters.
ScottyG wrote:
Do men-at-arms count when
figuring out how much experience points are awarded?,
For example, if a party
of 4 PCs has 4 0-level men-at-arms with them, would you divide experience
earned by 4 or by 8?
Scott
Hirelings
of any sort usually work for a daily fee plus a share of loot.
In
that regard they do detract from XPs by lowering the amount of gps
gained, but not otherwise.
Cheers,
Gary
Elfdart wrote:
For me it depends on how
many henchmen and hirelings accompany the PCs
and whether (in the case of the hirelings) they are hired by the party
as a whole or by an individual PC. What I decided to do about #3 was to
set aside one full share of XP for all henchmen if they were all working
for one PC. He is also expected to pay for their upkeep. However, in that
case they answer to him and not the party as a whole.
I give men-at-arms who accompany
their masters XPs for the money their employers pay them, as well as for
equipment and other expenses the employer pays for. They get two XPs for
every gp they earn to reflect not only treasure they've earned, but what
they have learned while adventuring. This comes out of the gold and XP
of whoever hires them. If the group hires, the group pays. So a light footman
(1 gp per day while adventuring) armed with leather, wooden shield, spear,
hand axe and dagger (10 gp) will get 80 XPs if he goes on a one month expedition
with his boss. A 0-level hireling who earns 500 XPs can become a 1st level
NPC.
Elfdart,
Quite so.
the matter is actually one
best left to the DM based on the manner in which he manages the
campaign.
Cheerio,
Gary
garhkal wrote:
I was always under the understanding
that henchmen and hirelings count for half value. So the 4 pcs and 4 hirelings
would be 6 xp shares.
That isn't a rule to fllow.
If you like it, then use
it, but I never did, I simply negotiated for hirelings so as to get as
much in the way of remuneration as I could for them.
Usually that was more like
one share per two men-at-arms or four torch bearers porters.
Cheers,
Gary
DMPrata wrote:
While Scott's question was
pertaining to 0-level men-at-arms specifically, in the case of henchmen
with class levels, the XP is divided evenly among all participants.
In your example, the XP
for defeating monsters would be divided eight ways.
The henchmen then must further
divide their shares by two, to reflect the fact that they were only following
the PCs' orders.
The rest of their "shares"
are lost.
If the henchmen are ordinary,
not classed NPC I never bothered to allot actual XPS to them, They simply
were laid, and the money, plus the appropriate fraction for kills was deducted
from the party's total for the adventure before it was shared out however
the group had decided to do before the adventure began.
Cheers,
Gary
EXPERIENCE VALUE OF TREASURE TAKEN
Gold
Pieces: Convert all metal && gems && jewelry
to a total value in
g.p.. If
the relative value of the monster(s) or guardian
device
fought equals or exceeds that of the party
which took the treasure, experience
is awarded on a 1 for 1 basis. If the
guardian(s) was relatively
weaker, award experience on a 5 g.p.
to 4 x.p., 3 to 2, 2 to 1, 3 to 1, or even
4 or more to 1 basis according to the
relative strengths. For example, if a
10th level magic-user takes 1,000 g.p.
from 10 kobolds, the relative
strengths are about 20 to 1 in favor of
the magic-user. (Such strength
comparisons are subjective and must be
based upon the degree of
challenge the DM had the monster(s) pose
the treasure
taker.)
Treasure must be physically taken out of
the dungeon or lair and turned
into a transportable medium or stored
in the player's stronghold to be
counted for XP.
All items (including magic) or creatures
sold for g.p. prior to the
awarding of XP for an adventure must be
considered as
treasure taken, and the g.p.
received for the sale add to the total
treasure taken. (Those magic items not
sold gain only a relatively small
amount of XP, for their value is in their
usage.)
Note: Players
who balk at equating g.p. to XP
should be gently but firmly reminded that
in a game certain compromises
must be made. While it is more "realistic"
for clerics to study holy writings,
pray, chant, practice self-discipline,
etc. to gain experience, it would not
make a playable game roll along. Similarly,
fighters should be exercising,
riding, smiting pelts, tilting at the
lists, and engaging in weapons practice
of various sorts to gain real expertise
(experience); magic-users should be
deciphering old scrolls, searching ancient
tomes, experimenting
alchemically, and so forth; while thieves
should spend their off-hours
honing their skills, "casing" various
buildings, watching potential victims,
and carefully planning their next "job".
All very realistic but conducive to
non-game boredom!
Q: Do Oriental characters
get xperience
for monetary treasure?
A: Oriental characters
do get xperience
for monetary treasure, at
the rate of 1 xp
per 2 taels.
(121.20)
Quote:
Are most of the XP awards
gleaned by PCs based on treasure?
(XP for treasure seems to
emulate how adventurers CRAVE gold and wealth and makes getting gold equally
enjoyable to getting an item of magical powers)
That's wehat the book says,
yes.
Quote:
Do you remember how the
"awarding XP for treasure gained" idea came about in (A)D&D?
It feels more comfortable/intuitive
to me to attach the XP to the obstacle, and let the treasure be its own
reward.
Do you recall why you decided
to award XP for treasure as well?
Best wishes as always,
Greg
Bah!
What do most adventurers
risk life and limb for if not the gold and jewels?!
they are part and parcel
of the measurement of the mission's success.
Who really cares how many
critters are slain? It's the treasure that counts.
It is virtually the ONLY
reasonable meansure for thieves success.
Cheers,
Gary
EXPERIENCE POINTS VALUE OF MONSTERS
The following table is for determination
of x.p. to be awarded for slain opponent creatures.
If the monster is particularly powerful,
double the Exceptional Ability Addition may be awarded.
Experience
Level or Monster's Hit Dice * |
Basic X.P. Value
(BXPV) |
X.P. Per Hit Point (XP/HP) | Special
Ability X.P. Bonus (SAXPB) ** |
Exceptional
Ability X.P. Addition (EAXPA) *** |
up to 1-1 | 5 | 1 | 2 | 25 |
1-1 to 1 | 10 | 1 | 4 | 35 |
1+1 to 2 | 20 | 2 | 8 | 45 |
2+1 to 3 | 35 | 3 | 15 | 55 |
3+1 to 4 | 60 | 4 | 25 | 65 |
4+1 to 5 | 90 | 5 | 40 | 75 |
5+1 to 6 | 150 | 6 | 75 | 125 |
6+1 to 7 | 225 | 8 | 125 | 175 |
7+1 to 8 | 375 | 10 | 175 | 275 |
8+1 to 9 | 600 | 12 | 300 | 400 |
9+1 to 10+ | 900 | 14 | 450 | 600 |
11 to 12+ | 1300 | 16 | 700 | 850 |
13 to 14+ | 1800 | 18 | 950 | 1200 |
15 to 16+ | 2400 | 20 | 1250 | 1600 |
17 to 18+ | 3000 | 25 | 1550 | 2000 |
19 to 20+ | 4000 | 30 | 2100 | 2500 |
21 and up | 5000 | 35 | 2600 | 3000 |
* Treat peasants/levies as up to 1-1, men-at-arms as 1-1 to 1, and all levels as the n + 1 hit dice category.
** Typical
special
abilities: 4 or more attacks per round,
missile discharge,
AC 0 or
lower,
special attacks (blood drain, hug, crush,
etc.),
special defenses (regeneration; hit only
by special and/or magic weapons),
high intelligence which actually affects
combat,
use of minor (basically defensive) spells.
*** Typical
exceptional
abilities: energy level drain,
paralysis,
poison,
major breath weapon,
magic resistance,
spell use,
swallowing whole,
weakness,
attacks causing maximum damage greater
than (>) 24 singly, 30 doubly, 36 trebly, or 42 in all combinations
possible in 1 round.
Judicious application of these guidelines
will assume that an equitable
total number of experience points are
given for slaying any given monster.
Special ability bonus awards should be
cumulative,
i.e., a gargoyle attacks 4 times per round
ond con be hit only by magic weapons,
so a double Special
Ability X.P. Bonus should be awarded.
Likewise, if there are multiple exceptional
abilities, the awards should reflect this.
If an otherwise weak creature has an extraordinary
power,
multiply the award
by 2, 4, 8, or even 10 or more.
<note: i would say minor (basically defensive) spells would = anything C1-3 or MU1-MU2 : this guideline has been used for NPC XP values in the PH>
Examples:
1. A giant
centipede with 2 hit points has BXPV of 5,
XP/HP total of 2 and a EAXPA (for poison)
of 25
-- totalling 32 x.p.
2. An owl
bear with 30 hit points has BXPV of 150,
XP/HP total of 180 and a SAXPB of 75
-- totalling 405 x.p.
3. A 10-headed hydra
with 80 hit points has BXPV of 900,
XP/HP total of 880 and a SAXPB (for multiple
attacks) of 450
-- totalling 2230 x.p.
4. An ancient spell-using red
dragon of huge size with 88 hit points has a BXPV of 1300,
XP/HP total of 1408, SAXPB of 2800
(armor class + special
defense + high intelligence + saving throw bonus due to h.p./die),
and an EAXPA of 2550 (major breath weapon
+ spell use + attack damage of 3-30 bite)
-- totalling 7758 x.p.
The ALPHABETICAL RECAPITULATION OF MONSTERS
(APPENDIX E)
contains standard experience point values
for monsters slain.
These are suggested values, and you may
alter them to suit your campaign.
< note that many of the values given in Appendix E do not match up
with the above. personally, i would always go with the higher of the two
values >
< APPENDIX C: RANDOM MONSTER ENCOUNTERS:
Monster
Level (I-X) + >
Quote:
How do I calculate the XP
of a custom creature if it had 300 hp? 5000 + (300 x 35) = 15,500 (then
plus any extra SAXPB or EAXPA)?
However you determine is
best for your custom creature.
just compare its XP value
with whatever listed monsters you think are comparable. you can pull the
number out of thin air if it suits you!
Quote:
XP for the greatest monsters
and dragons: the DMG lists ** for the Dragons? Is this due to the probable
danger of even getting thru its lair, etc, that its full XP cannot be listed?
Dragons come in varying
ages, so that's the main reason.
also some of the same type
and age can use spells, some can't.
Quote:
An ancient spell-using dragon
lists as 7758 XP as an example in the DMG XP section. A figter needs 3,000,000
XP for 20th level. How many of these "master" creatures are sucessful in
game terms (plot, geography, etc?)
I haven't the slightest
idea what your question means.
I suspect you are questioning
the point award.
What you are ignorng is
the treasure found with the dragon, for which XPs are to be awarded.
Quote:
Originally Posted by Gentlegamer
With the added power allowed
to PCs in Unearthed Arcana, perhaps it would have been a wash.
A double specialized 10th level ranger would be dealing +13 damage per melee hit against giants, before any consideration of magic weapon or Strength bonus, for example.
With the increase in size of hit dice and the corresponding number of hit points per die, would any change have been made to the xp award per hit point? Would the monster HD damage bonus be considerered a new special or extraordinary ability? Or would it just fall under the original guidelines for damage ranges given in the XP section of the DMG (meaning more monsters would qualify for XO bonus due to increased damage range)?
I believe I would have left
the XP award guidelines alone.
Damage bonus would not be
re-rated, and the HPs possessed would suffice for adjusting XPs gained,
most up a bit, some down.
Cheerio,
Gary
If your campaign is particularly dangerous,
with a low life expectancy for
starting PCs, or if it is a well-established
one where most
players are of medium or above level,
and new participants have difficulty
surviving because of this, the following
Special Bonus Award is suggested:
Any character killed and subsequently restored
to life by means of a spell
or device, other than a ring
of regeneration, will earn an experience point
bonus award of 1,000 points. This will
materially aid characters of lower
levels of experience, while it will not
unduly affect earned experience for
those of higher level. As only you can
bestow this award, you may also
feel free to decline to give it to player
characters who were particularly
foolish or stupid in their actions which
immediately preceded death,
particularly if such characters are not
"sadder but wiser" for the happening.
Q: Can a character
be awarded experience
points for an adventure
in
which he dies?
A: Yes, but this is
up to the DM. The DMG
suggests an optional 1,000
xp bonus for
dying (see pages 85-86).
(The DMG also
says that earned experience
should be
divided equally among the
surviving characters;
see page 85.) Survivors
may be
counted after all attempts
to revive characters
by magical means have been
resolved.
(144.7)
XP are merely an indicator of the character's
progress towards greater proficiency in his or her chosen profession.
UPWARD PROGRESS IS NEVER AUTOMATIC.
Just because Nell Nimblefingers, Rogue
of the Thieves' guild has managed to acquire 1,251 XP
does NOT mean that she suddenly becomes
Nell Nimblefingers the Footpad.
The gaining of sufficient XP is necessary
to indicate that a character is eligible to gain a level of experience,
but the actual award is a matter for you,
the DM, to decide.
Consider
the natural functions of each class of character.
Consider also the professed alignment
of each character.
Briefly assess the performance of each
character after an adventure.
Did he or she perform basically in the
character of his or her class?
Were his or her actions in keeping with
his or her professed alignment?
Mentally classify the overall performance
as:
E -- Excellent, few deviations from norm
= 1
S -- Superior, deviations minimal but
noted = 2
F -- Foir performance, more norm than
deviations = 3
P -- Poor showing with aberrant behavior
= 4
Clerics
who refuse to help and heal or do not remain faithful to their deity,
fighters
who hang back from combat or attempt to steal, or fail to boldly lead,
magic-users
who seek to engage in melee or ignore magic items they could employ in
crucial situations,
thieves
who boldly engage in frontal attacks or refrain from acquisition of an
extra bit of treasure when the opportunity presents itself,
"cautious" characters who do not pull
their own weight - these are all clear examples of a POOR rating.
Eltorchul
Award XP normally. When each character
is given his or
her total, also give them an alphabetic
rating -- E, S, F, or P.
When a character's total experience points
indicate eligibility for an advancement in level,
use the alphabetic assessment to assign
equal weight to the behavior of the character during each separate adventure
--
regardless of how many or how few XP were
gained in each.
The resulting total
is then divided by the number of entries
(adventures)
to come up with some number from 1 to
4.
This number indicates the number of
WEEKS the character must spend in study and/or training before he or she
actually
gains the benefits of the new level.
Be certain that all decimals are retained,
as each .145 equals a game day.
<[P = performance,
a number between 1 and 4. the # of P integers cannot exceed A]>
<[A = adventures
(adventure points)]>
[guideline:
1 module = A+1 (count the alphanumerics). 1 dungeon adventure = A+1.]
Not only must game time be spent by the
character desiring advancement,
but treasure will have to be spent as
well.
The amount of g.p., or the equivalent
in value in gems, jewelry, magic items, etc., is found by using the following
simple formula:
LEVEL OF THE TRAINEE CHARACTER X 1,500 = WEEKLY COST DURING STUDY/TRAINING.
The level of the aspiring character should be computed at current (not to be gained) level.
Initial study and/or training must be conducted
under the tutelage of a character of the same class and profession as the
trainee,
i.e., a fighter
must train under a fighter, a paladin under a paladin, a druid under a
druid, etc.
Note that the tutor might possibly accept
some combination of gold and service in return for his tutelage,
at the DM's option.
Exception: A character with a
performance score under 2 need not be tutored,
but the study and/or training time
will be twice the indicated period,
i.e. 1 week becomes 2, 1.2 weeks becomes
2.4 weeks, etc.
If a character has a performance score
of 2 or greater,
and he or she is unable to locate a mentor
to train under,
the character must remain ot his or her
current level until such time as a tutor con be located and the necessary
training and/or study course paid for and completed before any gain of
experience level is granted.
Note that self-training costs more, as
expenses are per week,
and the potential option
of service is excluded.
Training under a higher
level character applies only to characters who are below the "name", or
nominal upper level,
of their class and profession.
These upper levels for each class are
shown below:
- | - |
PALADIN | Paladin |
CLERIC | High Priest |
DRUID | Druid |
FIGHTER | Lord |
RANGER | Ranger lord |
MAGIC-USER | Wizard |
ILLUSIONIST | Illusionist |
THIEF | Master Thief |
ASSASSIN | Assassin |
MONK | Superior Master |
BARD | Special |
Characters who have achieved "name" level
must merely spend game
time equal to the number of weeks indicated
by performance in self-conducted training and/or study.
Costs (in g.p. or equivalent) of the exercise
then become a function of class:
CLERIC = 2,000/level/week (vestments &
largess)
FIGHTER = 1,000/level/week (tithes &
largess)
MAGIC-USER = 4,000/level/week (equipment,
books, experiments, etc.)
THIEF = 2,000/level/week (tools, equipment,
etc.)
Bards are a special profession, as they
have already earned levels as fighter and thief.
Once they begin gaining experience as
bards, each must pay tuition to his respective college.
These payments and donations must be at
least 50% of all monetary gains plus an additional 1,000 g.p. per level
upon gaining a higher one.
(Contributions and payments must be made
to a druid whose level of experience is such that he or she is able to
use more of their highest level spells than the bard is.
In any event, the funds so received do
NOT accrue to the druid but pass to the amorphous organization of druidical
colleges.)
Failure to make the required contributions
prevents the bard from level advancement.
Otherwise, bards do not need to spend
extra time in training and study other than a single week --
alone or in company with a druid to whom
contributions and payments may be made --
upon attaining experience points sufficient
to advance one level of expecience.
All training/study is recorded in game
time.
The period must be uninterrupted and continuous.
He or she cannot engage in adventuring,
travel, magic research of any nature other
than that concerned with level advancement, atonement, etc.
If there is a serious hiatus in the course
of training/study the character loses all of the benefits of the time spent
prior to the interruption,
as well as the total funds advanced for
the training study,
and he or she must begin anew if a level
of experience is to be gained.
Under no circumstances can a character
gain additional XP by any means until he or she actually acquires the higher
level through the required training/study course.
Thus, a character who successfully adventures
and gains XP which not only equal a new level but are almost sufficient
to gain yet a second such level,
cannot opt to-forego the period of training
and study necessary to go up a level in favor of gaining a few more points
and training and studying for two levels at once.
ONCE
A CHARACTER HAS POINTS WHICH ARE EQUAL TO OR
GREATER THAN THE
MINIMUM NUMBER NECESSARY TO MOVE UPWARDS IN EXPERIENCE LEVEL,
NO FURTHER EXPERIENCE
POINTS CAN BE GAINED UNTIL THE CHARACTER ACTUALLY GAINS THE NEW LEVEL.
This rule applies to bards, as noted (for
failure to make the necessary contributions and payments).
Q: What do you do
with a character
who has accumulated enough
expe-
rience to advance more than
one
level? Say that a 1st-level
fighter
earns 4,500 xp on an adventure,
enough to make him a 3rd-level
fighter. Does he simply
train for 3rd
level, or does he also have
to spend
time and money training
for 2nd
level at the same time?
A: Characters are
limited to gaining one
level at a time (see the
DMG, page 86). If a
character earns a windfall
of experience,
he gains only enough to
place him within
one point of the next highest
level – the
1st-level fighter in the
example would have
4,000 xp, one point short
of 3rd level. The
extra 500 xp are lost, and
the character
cannot gain additional experience
until he
completes his training for
2nd level.
(144.7)
Q: During a long wilderness
adventure,
my 1st level Bard accumulated
20,000
XP. Can he spend a long
time in college and leave
as a 5th level
Bard?
A: Of course not.
The DMG (pg. 86)
clearly states you can't.
You actually
acquired 4,000 XP, not 20,000;
those in
excess of 4,000 (the maximum
for 2nd
level) are ignored. Sorry!
(Polyhedron #8)
Q: How do you figure
the training
cost and time for a character
who
hasn’t gone adventuring,
such as a
city NPC who earns all his
money
(and hence experience) through
a
business or service?
A: You figure them
just as you would for an
adventuring character (see
the DMG, page
86). Substitute individual
transactions or
standard periods of time
for adventures
when rating overall performance.
(144.7)
Question: This is
really a disgusting problem. At my school
we have several different
D&D campaigns and I don’t like it
when I come back to find
that someone’s character has gone
up 10 levels in one day,
or has picked up lots of magic and then
expects to play with this
character in my game. I really don’t
think this is fair, because
it took me 2 years to advance my
MU
to 29th level. What shall I do?
Answer: When people
mix their D&D games this kind of thing is
bound to happen. May I suggest
that you have people roll up a character
to only be used in your
campaign. Make a copy of this new character,
update it yourself after
each campaign; note each magic item the
character has and each time
it has died. This way, you can control
advancement within your
own campaign.
(Reminder: A character
cannot gain XP if he is able to train).
Q: How long, in real
time, does it take
for a character to reach
9th level?
A: The answer to this
one depends on how
often you play, with whom
you play, and
whether or not you are really
following
the rules. In some Lake
Geneva campaigns,
it would take you about
a year to reach
9th level if you played
the same character
once or twice a week.
(126.12)
Q: How do Oriental
characters gain
levels? Do they have to
train? When
do wu jen get new spells?
A: Oriental characters
gain levels by accumulating
experience and training.
They
must pay training costs
(see page 86 of the
1st Edition DMG or
page 49 of the 2nd
Edition DMG). Wu jen should
gain new
spells whenever they gain
the ability to
cast them and have access
to such spells.
For example, at 3rd level,
a wu jen gains
the ability to cast a second-level
spell; he
can do so if he finds a
written copy of
such a spell, learns it
from someone else,
or researches it himself
and makes his
chance-to-know roll (see
page 25).
(151.8)
Random Experience Variable
(Optional Rule)*: If this optional
rule is used, the number
of XP required
to gain a level is somewhat
variable, representing the vagaries
of a character's individual
experiences as an adventurer. The
base number required to
gain a level of expereince, shown in
the description of each
character class, is modified for each
level of experience by a
random factor. There is a 50% chance
that the base number will
be reduced, and a 50% chance that
it will be increased. Roll
a d20 and multiply the result by the
level to be attained to
determine the exact amount by which
the base number will be
adjusted. - OSRIC
* This optional rule is excluded from the Designation of Open Game Content.
Quote:
Originally Posted by ScottyG
Would a 1/1 level fighter/magic-user
have to stop and spend time training and pay the training costs two times
for the character to reach level 2/2?
Well sure.
Cash flow management adds
flavor to any campaign.
If you keep draining the
characters' funds, it provides not only incentive for adventurous exploration
but also a rationale for shoveling more to them.
FM
Quote:
Originally Posted by ScottyG
Gary, how were the AD&D
training rules supposed to apply to multi-class characters? Would a 1/1
level fighter/magic-user have to stop and spend time training and pay the
training costs two times for the character to reach level 2/2?
Scott
Scotty,
You have it.
The multi-class character
needs training in each class possessed when ready to rise in level.
cheers,
Gary
Quote:
Originally Posted by Frank
Mentzer
Well sure. Cash flow management
adds flavor to any campaign.
If you keep draining the
characters' funds, it provides not only incentive for adventurous exploration
but also a rationale for shoveling more to them.
FM
Aptly put, amigo <cool>
Ciao,
Gary
TheDungeonDelver wrote:
... If they identify it and sell it immediately after the adventure, if I am understanding you correctly, they would get the item's base XP value of 10,000 , plus another 25,000 XP for the sale of it, but if they didn't sell it off and instead carried it around and used some of its powers on various other adventures they wouldn't get an XP reward for a later sale...? Or would they?
Close, but no cigar :P
If they keep the item they
get the 10K XPs for it--the one gaining the item gets that award, not the
party.
If the item is sold by the
party's agreement, they divide the sale value of 25K as XPs. If it goes
to one person, and that PC sells it, the 25K XPs go to that PC alone.
Cheers,
Gary
GuyinCognito wrote:
Hey, Gary Just would like
to say your AD&D is the champ! Mind if I rattle a few questions in?
:)
How do you reward XP for valuables? coins, and magic (examples would be a boon) Say my party ends up finding: A longsword+1 (unidentified), 500 gp, and a crystal challice worth (375 gp). How and when should I award the XP? Could you elaborate on what "keeping" a magic item means?
Glad to be able to talk to
you, this is neat,
GuyinCognito
We always gave XPs for treasure
value, monsters killed or eliminated, and for meaningful thieving skill
use and spells cast, the latter at 100 XPs per level.
that was why the escalation
in the number of XPs needed to increase a level was so dramatic as one
progressed.
In your example above the award I'd hand out would be 875 XPs.
Keeping an item means it
isn't sold to an NPC, is used by a member of the party.
Selling an item brings
in more XPs as the gold paid counts on a 1 GP to 1 XP ratio.
the additional XPs for selling
an item are one of a number of means for the DM to get magic items out
of play.
Cheers,
Gary
- bold added
Sieg wrote:
:lol: That's great! So, the party has the incentive to browbeat the one person who wants to keep it to sell the item to get an xp split, otherwise just the one person who uses it keeps the xps....thus both getting the xps and the use of the item. That's a great idea! :)
So, did you ever have party infighting over such an issue?
In General...
Parties would have an agreement at the beginning of an adventure as to how treasure would be divided, usually total levels (half-levels for the second and third of multi-classed PCs) for the party divided into gold, gems, jewelry, and monster XPs, then handed out in shares per level. Magic items were diced for, the highest roll gettting first pick, and then on down the line.
If the party was in agreement, an item could be sold and the gold received added to the party treasure for division and gain of XPs.
The players able to generate high rolls--Ernie and rob were infamous for that, got the cream of the magical loot. I recall one time when both rolled 00, and in the roll-off following that rob rolled 99, but Ernie rolled another 00 :roll:
Cheerio,
Gary
Unless spell-casters used weapons, that was their share of monster-kill points, the spell level XPs they got.
Cheers,
Gary
- bold added
Greg Ellis wrote:
Thanks Gary! It makes a
lot of sense when you put it that way.
Thank you Greg :)
Actually, conan always trook
the jewels and a vouptous female as treasures gained from some ahrrowing
adventure.
Of course the latter always
made off with the former, so the poor dumb savage had to go off and fight
another batch of vile evil opponents.
In my AD&D
campaign I watched monetary treasure pretty closely, so that the party
didn't get too much in the way of XPs.
I
also handed them out for success in special abilities associated with a
class that were meaningful to the party's activity--
tracking,
detecting evil, thief activities, spell casting, a clever or life-saving
action.
the
base was 100 points, and that applied to spell level.
Unless spell-casters used weapons, that was their share of monster-kill points, the spell level XPs they got.
Cheers,
Gary
- bold added
Hi Jason,
The two stystems of progress in potential are quite different. In the La game the Avatar begins far more potent that a 1st lecel AD&D OC, but after a year of play the two should be about on a par, and remain that way.
We seldom went into tarining for PCs as most increases in level were gained from activity and experience was assumed to enable the upward movement. This is also possible in the La game system through gain of Abilility Specific Merits.
The training scale is there for the use of the DM in making the process easy or protracted as is believed proper for the PC in question.
I am not sure that answers your questions, but it's about the best I can offer.
Cheers,
Gary
Llaurenela wrote:
Hi Ya Gary,
I never used the training scale in AD&D, I always went with "as most increases in level were gained from activity and experience was assumed to enable the upward movement." I am amused to find that I was doing it somewhat as you did.
Cheers,
Well...
I guess that means you think logically and for yourself too;)
Cheers,
Gary
JASON THE RULESREADER wrote:
Thanks for the answer Gary.
I am always in awe of your consumate skill in felling the querying prey.
I have thought the training rules were pretty good for emptying excess gold from PC's. The rating become a qualitative factor to the xp. So NOt all xp is created equal. I guess one could instead of the ratings just give more xp to the one who pulled more of their weight, but xp should be for the character attaining these ends through "professional means".
HOw long should it take in AD&D for a character usually to attain-- say the 10th level if the group with the character is meeting once a week? Two or three years? Or longer? Just a way to gauge not giving away too much too fast to avoid the MONTY HAUL campaign?
Thank you:)
A group playing once a week
for three to four hours, playing well as a team, should see a 1st level
PC that make about one level every three or four months on average. So
that should get the typical party member to 9th level at the end of two
or three years as you suggest.
I played a multiplicity of
characters, but did so several times a week, and for long periods of adventure.
thus many of my PCs hit such levels in a year realltime. Of course I do
believe I played them pretty well too, aiming for rapid gain in...power
:wink:
Hi Greg,
The matter is one in which the DM is the only one to judge how best to manage the lEvel increase.
I did make ther players PCs train whenever they hit a rich encounter that brought in a lot of wealth and commensurate XP gain. That took away much of the money even as the PCs had to locate places to be trained--a sort of adventure in itself.
Where adventuring was such that progress in XPs was moderate, I generally ignored training reqyuirements, telling the players that their PCs activity in adventuring brought sufficient "on the job" training to enable them to increase in level without schooling.
The Dangerous Journeys name
for experience, "STEEP," is a good thing for all GMs to remember. The gain
comes from what the letters stand for:
Study, Training, Education,
Experience, and Practice.
Cheers,
Gary
Greg,
The XP award handed out is the tool for giving bonuses or exacting penalties. That is generally a difficult subject to create rules for, the reasons being self-evident to any Gm, let alone a game rules author.
Cheers,
Gary
Joe Maccarrone wrote:
Woo hoo! Yggsburgh is here!
I've been carrying it around the house all day, but have barely scratched the surface yet...
A quick question:
On p.247 are listed 8 suggested categories for experience point awards. This list is similar to the one I've been using for AD&D in the last few years, with a couple of new twists that I like quite a bit. Would you say these are reflective of how you award xps in AD&D?
Greetings Amigo!
Indeed, those are the very categories of things I used in my AD&D campaign to determing XP awards. that list was developed from quite a long period of serving as the Dm, of course, and not an immediately employed one.
Quote:
I've been using 100 xp/level
for meaningful use of a class-related skills (as well as 100xp/spell level).
The CZ list notes 20/lvl; perhaps I've been a bit generous...but I seem
to recall you mentioning 100/lvl for class-related skills in a prior DF
post, not just for spellcasters. Is my memory faulty?
I did indeed use 100/level
in my AD&D game, and I thought that was what I'd put into the YGGSBURGH
ms. Feel free to use the larger award.
Joe Maccarrone wrote:
Thanks! I can well imagine
that these xp awards developed over time, because in them I see corrected
some inequities that it took me years to really become aware of.
One more question on this subject: the list has thieves gaining 1xp per 5sp treasure value -- thus double the award for treasure, versus other classes? In order to make up for the fact that thieves don't engage in much combat, and thus don't gain many xps for killing bad guys?
Joe
Indeed, Joe, the additions
to the XP award system came from the experience of DMing for a considerable
period.
As for the thieves XP gain, I actually don't much care for the suggested expedient, but as a matter of fact a clever thief shouldn't fight much but shood get a lot of loot. However, if the GM awards proper XPs for use of Thief Abilities, then regular 1:1 gp:XP can be used just fne.
Cheers,
Gary
CapN wrote:
Gary, back in the 70s, how
long did it normally take for characters to level up?
Good players could manage
to gain low levels for their PC in a half-dozen or so adventures.
Poor ones, those just goofing
around couldn;t manage that in a dozen adventures.
As a DM I had to learn the hard way about giving out too much treasure and not loading the NPCs with magical things that the PCs could pick up when they trashed my encounters
By the time AD&D was being played, all that had been ironed out, and the good players were still gaining a level for their PCs every couple of months until mid;kever, say around 8th.
Cheers,
Gary
ScottyG wrote:
Gary, in your games, and
in the C&C rules, you give spell casters xp for casting spells on a
100/spell level basis. Does this include clerics casting cure spells?
Scott
Indeed, for OA/D&D and
C&C game play, I also award XPs for successful meaningful spellcasting,
the award 100 XPs per spell level.
Cheers,
Gary
Bombay wrote:
Col_Pladoh wrote:
As a Player, that is one
of the hard things to determine, should I bring my henchmen, or leave them
behind.
In a recent adventure I
was running my MU/Theif elven character.
Searching out a lost wizards
tower to setup operations.
I brought my 5 henchmen
along, and ended up getting 3 of them killed.
Had to trade in my sword
of Dancing and alot of cash to get them raised.
Music to a GM's ears!
Of course as a player I would do the same, and gain experience for all the loss of goodies.
Cheers,
Gary
-- Bold added --> ???
Nikosandros wrote:
Hi Gary!
I'm curious about the design process that lead to the AD&D experience tables.
The basic idea is pretty straightforward... exponential increase until about name level and then linear increase.
However, there are plenty of exceptions like the druid who's very fast at first and later extremely slow, the rangers that has lower requirements then the fighters at some levels, etc...
I was wondering if there
were any recollections about this that you'd be willing to share...
That's going back a far
piece...
I did the level increase
steps based on a lot of intense play over about four years.
The variations you note
were determined for purposes of game balance.
Druids, for example, have
a limit on their ultimate progress.
That's it as I recall things.
Cheers,
Gary
Clangador, the crap published
as "Castle Greyhawk" was nothing coming from me.
I had separated from T$R
by then.
My dungeon levels are generaly
like those you've undoubtedly seen in various modules I have authored.
Cheers,
Gary
Quote:
Originally posted by
MerricB
Of course, OAD&D's XP system promoted the gaining of treasure above all else. At least there are plenty of ideas in the 3E DMG for changing the XP system, and more online.
Is that comment due to (a) the rate of advancement in 3E, (b) that XP is given only for overcoming monsters, (c) some other reason, or (d) some combination of (a), (b) and/or (c)?
On a related topic, what are the highest level OAD&D characters you've played or DMed? (That have started at a low level and worked their way upwards, of course!)
How are your sons enjoying
being World Famous Game Designers?
Cheers!
Indeed, the wealth was featured--most
realistically if one considers human motivations. If you, the real you,
were an adventurerer, what would miotivate you more that the lure of riches?
Sure, altruistic things, honor, patriotism and the like come into play,
but most adventures are based on the lure of treasure. Note also that casting
spells earned XPs, as did successful performance of various class abilities
not related to fighting. But enough comparative analysis.
Quote:
Originally posted by
MerricB
XP for casting spells in
OAD&D? I must have missed that, as I've never seen it used - or perhaps
it's one of the many features of your campaign that wasn't in the original
rules.
Not that it matters!
Now I could swear that's
in the rules somewhere, maybe UA?
Anyway, we always played
it as 100 XP per level of the spell cast--usefully in an adventure or to
assist someone during or after, so clerics were rewarded as well as m-us.
Quote:
Originally posted by MerricB
G'day, Gary!
No, I can't seem to find it anywhere. (Actually, not quite true - a similar rule exists as an option in the 2E dmg!)
The rules I can find on granting
XP are:
* monster XP
* treasure XP
* special bonus for dying
& being raised XP.
Were there any other class-based
XP awards you use?
And just a bit back I was
near to boasting of my mnemonic capacity... :rolleyes:
Well, I certainly did hand out XPs in my campaign for spell use, also successful tracking by rangers, use of thief abilities by any PC so doing, that sort of thing.
As I left behind when I split with TSR various documents regarding a revision of the AD&D game, I wonder if perhaps amongst them I had written the information regarding XPs. Ah well, not much of a matter now anyway...
Quote:
On a related topic, until
recently, I thought treasure XP was awarded the same way as monster XP,
that is, evenly amongst the party members. Looking through a couple of
rules about henchmen made me think I was mistaken: instead XP was granted
for treasure depending on how much the individual managed to acquire. Is
that right?
Actually, as the DM I left it up to the players. Generally they took all treasure as property of the party, then at the conclusion of an adventure divided it in shares according to the total number of levels of the PCs involved, counting half of any multi-classed PCs levels only as addition the the higest sngle class one, i.e. a F/T/MU of 8/4/10 levels would get 4+2+10 shares of the loot.
Magic was always selected
by high d% roll, each player getting a roll for each level of his or her
PC--in the above example 16 rolls saving the highest. Prcks then went from
highest on down. Many a tie of 00 rolls occurred. In such case the top
scorerers rolled off for order of picks.
Quote:
Originally posted by
MerricB
Gary - how did you deal with
this?
Were you somewhat flexible
with regards to training, or were you more rigid?
"Oh, you've gained 2,001
XP, eh?
Well, get to your tutor
if you want that new level, because otherwise it isn't happening!"
Best wishes to you and your
family!
When I ran my AD&D campaign,
training was generally quite informal and considered to be done "on the
job" as it were.
Only if a virtual windfall
of XPs came at once did I call for PCs to take a protracted period of time
from adventuring to do their studies, train, be educated, gain experience,
and practice what they had learned. A week to a month was the normal period.
Otherwise, it was subsumed
that the time between adventures was spent thus.
Quote:
Originally posted by
Geoffrey
Gary, good ol' Merric here
recently told me that in your AD&D campaign, you didn't always require
player characters to train in order to gain a level (as required by the
DMG). How often did you allow PCs to go up a level simply because they
earned enough XPs to do so? In what circumstances did you require 1-4 weeks
of training in addition to the XPs?
--Geof, who is impatiently
awaiting the HALL OF MANY PANES module.
Independence Day Greetings,
Geoffrey!
When the PCS gained their XPs mainly through adventuring, active combat, spell-use, thieving, exploration and the like I didn't usually require any extensive training, often allowing them to assume they trained "on the job," so as to goin a level immediately.
Only when an adventure brought a great windfall of XPs so as to make a sudden jump in level possible did I demand that the PCs stop adventuring and find mentors to train them. That happened about once every three or four level gains even with my best players.
Above a certain level, say 15th or so, who is around to train such PCs. In that case an enforced period of self-study was directed for the PCs in question.
Cheers,
Gary
Quote:
Originally Posted by weasel
fierce
Do you ever use alternate
means of earning XP, such as story or objective goals (i.e. party earns
1000 xp for reaching the heart of the dungeon, where the artifact lies
or some such) or rewards for good roleplaying ? How much of the earned
XP do you recommend coming from such sources, as opposed to killing and
looting
XP (traditionally the main source of experience points)
I gave XP awards for clear
thinking, use of spells, clever solutions to problems, and sometimes for
repartee. Determining what constitutes good roleplaying is situational
and subjective. Most other awards are based on action and easy to determine.
Basing XP awards thus means no players felt discriminated against. Besides,
all of the players scorned amateur theater and loved hack & slash,
so it was quite difficult for me to have them enjoy much in the way of
yakking unless i worked very hard to make a scenario that was interesting
to them and demanded roleplaying that came naturally because of the circimstances
established.
Cheers,
Gary
Quote:
Originally Posted by Gray
Mouser
XP for repartee? Heh, the
influence of Jack Vance is quite obvious here, Gary. But I'm not sure of
Cugel would've gotten much for clear thinking
Gray Mouser
But imagine the awards Cugel
would receive for amusing the GM!!!
Heh,
Gary
Quote:
Originally Posted by Dannyalcatraz
With all due respect, Col.,
I suspect that has more to do with the campaigns than the system.
I remember back before I
was cured of Munchkinism (1979-81), PCs in our campaigns would gain 2-3
levels a session.
Soon, the very gods trembled
at our footsteps...
In fact, I just ran a 3Ed
campaign where the first magic weapon wasn't awarded until 3rd level...and
it was the only magic item the party had until 5th level.
And this wasn't a low magic
campaign.
(Lets just say it had things
in common with the Slave Lords modules.)
Of course poor DMing can
account for many anomalies.
that said, it is the game
rules that tell. If one follows them, then progress in AD&D is slow,
in new D&D rapid. the team spirit of AD&D is gone, as the emphasis
is on individual progress in the new game. Experience is aimed at seek
and destroy power gaming.
Of course, AD&D wasn't
much better in that regard, but a revision shuld have corrected that flaw
Anyway, a debate of this sort is profitless, and hereafter i shall refrain from further comments in regards such matters.
Cheers,
Gary
Quote:
Originally Posted by Gray
Mouser
Hey Colonel, I have a question
regarding awarding Experience Points in 1e AD&D. If a PC gains a reward
of, say, freeing a captive from a dungeon, instead of actually looting
the treasure from a monster's lair does said PC gain Experience for it?
So, if a party frees a cpative merchant from a hobgoblin lair and the merchant,
upon safe return to town, gives the PC group some gold and (for example)
a magic dagger, would the party accrue experience for this, or just for
the treasure taken directly from the lair itself?
Thanks in advance.
Gray Mouser
Howdy 'Mouser,
Indeed, I always allowed
XPs for freeing captives, receiving rewards.
The former count as their
level in classed NPC, or as their estimated level in their occupation.
A sage, for example, would
count as a cleric of anywhere from 5th to 12th level, I opine.
Rewards gained for doing
the right thing also count as XPs on a gp for XP basis, magical ones included.
Cheers,
Gary
Quote:
Originally Posted by Gray
Mouser
Thanks for the answer, Gary.
Awarding experience points for actually freeing captives is also very interesting.
While I had considered awarding experience points for treasure received
as a reward I had not considered giving out any for freeing said captive
inthe first place!
Gray Mouser
As I mentioned, freeing
captves is at least as beneficial as killing adversaries, so that is the
justification for an XP award.
The logic is in the same
vein as awarding them for the casting of a spell that aids the party even
though it doesn't necessarily harm any of its opponents or gain treasure.
Cheers,
Gary
Quote:
Originally Posted by haakon1
How you do feel about xp
awards for other "do the right thing" scenarios? After a very LONG adventure
(slow over email!), I was thinking of toying with the idea of rewards for
such things as I've listed below. Do you think these are worthy or unworthy,
oh great sage of gaming?
Note: Some spoilers, but I won't tell the module I used.
- Immediate correct hunch as to the bizarre problem in a village, but without acting on it because the hunch didn't seem possible to the players.
0 for a "Shoulda, coulda,
woulda..."
Quote:
Originally Posted by haakon1
- Using a skill to understand bizarre magic talk the villain was using to distract them. Basically, I gave them a speech about particle physics, and the character came back with, "Yes, but did you check for fuzzy quarks for 11th dimension neutron fluctuations". something like on a modified 30+ roll on a D20. The PC's didn't put anything together from this, though it did related to the plot, but everyone thought it was cool at the time.
Yes, XPs are in order.
Quote:
Originally Posted by haakon1
- Using a skill to figure
out some accounting records didn't make sense and were probably fake. Again,
the PC's did well -- sneaking in to get the records and figuring them out
-- but they couldn't figure out what was behind it.
Ditto
Quote:
Originally Posted by haakon1
- Surviving traps they set
off accidentally.
Noppers.
Quote:
Originally Posted by haakon1
- Disabling traps using
clever ideas rather than thief skills.
Absolutely deserves XPs.
Quote:
Originally Posted by haakon1
- Convincing a carytid column
to let them pass, by using knowledge of its maker and the correct ancient
languages, including druidic. I figure full XP as if it was defeated in
combat?
Ditto.
Quote:
Originally Posted by haakon1
- In a single combat fight
of honor with an ancient nonevil undead, conceding and winning the info
you wanted from him and his respect, by bashing the heck out of each other
with a high damage hit each round, until you were both one blow from destruction.
I figure 1/2 xp for not actually winning.
Heh, and I'd give full XPs
because of the end result. Loss of HPs in the process is immaterial; it
is the success that counts.
Quote:
Originally Posted by haakon1
- Fighting a ghost who wanted
to kill an NPC to a standstill, forcing it to retreat because it could
do no more, but not destroying it. I figure maybe 1/2 or 1/3 xp?
I would likely consider
full XPs for the victory even though the ghost was not destroyed.
Quote:
Originally Posted by haakon1
- Figuring out a ghost is
a good guy.
Worth a moderate XP reward,
certainly.
Quote:
Originally Posted by haakon1
- Finding the ghosts remains
and properly burying them, thus freeing the ghost to go to its eternal
reward. I figure the remaining xp up to its full value is about right,
but maybe a little high?
I think the fulkl XP awardis
in order for the success and the good deed.
Quote:
Originally Posted by haakon1
- Knocking out and capturing
an enemy. I figure full xp.
Half to full depending on
the foe and the circumstances. If the captured enemy is evil, loosed to
return to working evil, no XPs at all are deserved.
Quote:
Originally Posted by haakon1
- Recovering friendly bodies
and disposing of them properly. I figure no xp.
Perhaps a modest award to
encourage this sort of behavior...
Quote:
Originally Posted by haakon1
- Parlaying with an enemy
(weird situation) and talking them into allying against the common enemy.
I figure maybe full XP for the guy they initially parlayed with, and the
leader?
XPs of some amount are in
order, but if the former enemy assists the party in defating others, gaining
XPs, the award should be moderate.
Quote:
Originally Posted by haakon1
- Combat in which 2/3 of
the combatants were PCs, 1/3 friendlies, all similar levels. I figure 2/3
xp for the PC's.
I always divide up XPs equally
between all of the victorious combatants. If some are henchmen of PCs,
their award counts only 50% of the total XPs gained because of their status.
Quote:
Originally Posted by haakon1
- Combat with a really tough
uberbaddy, who was basically toying with them, but when he took some hits
and realized his plans were foiled by the destruction of his minions, decided
to flee, getting away scot free with all his stuff. I figure something
like 1/4 xp, or nothing?
Full XPs for minions eliminated;
a modest award for causing the big baddie to beat feet.
Quote:
Originally Posted by haakon1
- Rescuing from a burning
building some records the fleeing uberbaddy was trying to burn, of no great
value other than confirming the storyline and giving vague hints of future
plotlines.
A very modest reward to
reinforce positive behavior.
Quote:
Originally Posted by haakon1
- Negotiating and intimidating
a village into giving up allegiance to their previous, defeated ruler.
Depending on the import
of the success, anything from a few XPs each to a hefty award for causing
a community to switch sides.
Quote:
Originally Posted by haakon1
- "Nation building". Taking
a village of folks that had no skills (basically blank slate minds for
magical reasons) and hanging around for a month or so to feed them and
teach them to farm and otherwise fend for themselves.
The good award for that
act should be fairly generous, but not so much as to cause the PCs to gain
considerably in their class levels, save for clerics of benign sort. Thar
class is the one that should be fully rewarded for such an act. Paladins
and druids and rangers moderately, others minimally methinks--save for
receiving high repute for doing so good a deed.
Cheers,
Gary
Quote:
Originally Posted by haakon1
Thanks so much, Gary, for
your generosity in answering my long question. This is very helpful. I
thought perhaps I'd gotten overly generous over the years with lots of
awards for not quiet killing stuff. It's good to hear how you'd do it.
Of course
If you check the Lejendary Adventure game's experiece award system, the major awards are given for active and useful participation in the adventure session and fir successful completion of a mission. Very minor awards are constant for positive use of each Ability employed in the course of play, while minor ones are granted for proper decision making or positive action in regards success or weal.
that said, in the O/AD&D games I DM, I hand out XPs for eliminating foes, using spells and skills, doing the thing called for, mission success, as well as for loot gained--the latter being the main reason for most adventuring
Cheers,
Gary
Quote:
Originally Posted by Korgoth
To me, "builds" aren't even
D&D. I feel confident saying this in the virtual presence of the game's
inventor... D&D is not a game about "builds". That sounds more like
Magic: The Piginapoke.
Well...
If builds are a part of the game, that part was meant to be insignificant in comparison to the action and adventure with the group.
As an aside, gaining a level on O/AD&D had been exciting since the beginning of the first game in 1972
Cheers,
Gary
*template***template*