Leomund's Tiny Hut
Experience: by Doing and Learning
Lenard Lakofka


 
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Dragon - AD&&D - Dragon 35

The basic Advanced Dungeons & Dragons experience system
equates 1 gold piece with 1 XP; however, the way in
which that XP is gained by the character is where my
system differs from that of AD&D.

I contend that the actual award comes from “buying” an XP for 1 gold piece
(plus or minus a few silver pieces) via the act of <1 gp = 10 sp>
training instead of just giving characters a point because they defeat a
monster who has 1 GP in his treasure. The complete system,
detailed below, has a number of optional treatments to make it as simple
or as complex as the DM may wish.

A condensation of the system is as follows:

1. A character amasses at least <1/2 of the XP> he
or she needs to gain a promotion (level) (an option allows this
percentage to be as low as 30% for a 20th level figure).

2. He or she seeks a person (preferably) 2 or more levels higher
but of the same race and alignment, to train him or her in the
skills needed to fully gain the new level.

3. The cost of this training varies from as little as 10 s.p. for 1 x. p. to
as much as 2 g.p. for 1 x.p.

4. The training Time is computed in days or fractions of days, and
during that period the figures are bound in what amounts to a
sworn oath in the name of their Gods to be honorable, faithful
and loyal to one another.

Why are XP given to a character? The methods are:

1. For killing opponents (“monsters”), as per AD&D.

2. For defeating, subduing, enspelling opponents (“monsters”), a
1/2 award. (Note: killing an enspelled monster still only
gains the 1/2 award unless the killing is done immediately and
not after questioning or having the figure perform some act )

3. For learning the use of magic items (per the awards in the
Dungeon Masters Guide for magic items) by experiment and
experience, NEVER from the use of a spell or through magic in a
device.

4. From protracted use of an item (weapons and armor, etc. )

5. For certain one-time uses of an item in an “adventure situation.”

6. For acts directly related to a character’s profession.

Some of these 6 topics need elaboration. Killing a monster in
combat with weapons or spells is clear-cut, and no discussion is necessary. However, when a figure is enspelled or defeated without an
outright kill a full award is often not appropriate. For example, if an
opponent is charmed, webbed, held, slept, frightened or subdued,
he/she/it has not been killed outright.

That opponent might even be back to fight later. If the party kills the
opponent at the 1st opportunity then it should get the full award,
however, if there is a delay to question, imprison, or force the opponent
into service, etc., killing the figure then becomes an act of brutal murder
and can seriously compromise many a character’s alignment.   Thus only
a 1/2 award is given if the figure is kept alive so that the party can (it
hopes) gain from the figure in some way. It is possible for a single
“monster” to provide a party with multiple awards in this system, but
that is reasonable. For example, if a high priest fights a party but is
defeated because he fails his saving throw versus FEAR, he will likely be
back later to fight the party again. Thus an award for both confrontations, if the party wins, can be given. There is never any award for
“gladiator” type situations unless the captured figure has a reasonable
chance to actually kill his opponent.

The party will find many magic items in its travels. Resorting to a
spell device to detect magic is acceptable and still allows for experience to be gained from learning what the item is. However, use of spells
like Identify, Commune, Limited Wish, Wish, Contact <Other> Plane,
etc., even if unsuccessful, negates any award for learning what an item
is!

The rule must be that experience is only given for use and experimentation with an item. Sometimes this requires protracted use, as in
the case of weapons and armor. Thus, gaining a +1 sword and learning
that it is magic will not give an award until the sword has been used in an
entire adventure. Having a sword in its sheath for an adventure will give
the player no award whatsoever. Some items also will give experience
for use, like a Ring of Controlling Fire Elemental <Ring of Elemental Command>, a Potion of Invisibility,
a Wand of Fire, etc. These devices give experience for use in adventure
situations ONLY, thus, a figure cannot gain from doing these things in
his/her back yard.

Finally you may wish to excercise the option of giving SMALL
awards for acts directly related to a character’s profession: picking locks,
learning new weapons (Fighter types only), learning new prayers/spells,
making magick items, researching spells, etc. These awards must not
amount to more than 100 points and if used they should only be
allowed for acts that have less than a 50% chance for success. If a
Footpad has a 29% to open a lock, give him (100-29-71) points if
he makes it, but if he were a Sharper his chance would be 52%, so given
him nothing if he picks it successfully. These awards can be considered
ONLY in an adventure situation (thus, The Thief gains nothing from
practicing on locks to gain experience if he is safe when he does so) and
only to give low-level characters a chance to reach upper levels more
rapidly. Once a figure is beyond 4th level, I would not give “profession
awards” any longer.

Now that it is clearer why awards should be given (and you should
make up your own mind on this subject before you get too deep into a
campaign), it is necessary to get into some of the nitty-gritty of a
“teaching” system. Before we do that, however, we must understand
what, if anything, a figure can gain from pure experience, that is, he or
she has amassed enough points to go up a level without resorting to
treasure at all. We will call this a Natural Level as opposed to a Trained
Level.

From a Natural level a figure immediately gains these things:
    1. HP appropriate to the level
    2. A SAVE appropriate to the level
    3. The ability to attack as a character of that new level
    4. A larger spell capacity, range, duration, etc., based on level.

From a Natural Level a figure does NOT gain these things:
    1. Use of new weapons
    2. Use of new spells
    3. Access to a new spell level
    4. Special abilities
    5. New languages

Once the Natural Level has been gained, the figure can only gain up
to 10% more experience (at a maximum) and at only 1/2 of the normal
rate. After that he or she must be trained, usually by a figure of his or her
class, to gain the other advantages of the new level.

A figure cannot gain the use of a new weapon unless he or she is
trained in its use. Thus, someone who knows how to use it must show
the character how it is used. Some “cross training” is permitted in this
area; thus, with many weapons, the figure does not have to seek
someone of his or her own profession (class) but the figure must be able
to use the weapon at the same percentage chance to hit as the figure
being taught A Swordsman can hit with a mace 65% of the time
versus AC 10. For a Cleric to show this Fighter how to use the
mace, the Cleric must also be able to hit AC 10 with a 65% <footman's or horseman's>
chance; for a Cleric this occurs at 4th level (Curate). So this new swordsman
could ask any 4th-or-higher-level Cleric who knew how to use a mace to
teach him how to use it.

The only exception to this rule comes from use of an unknown
weapon throughout an entire promotion at a minus to hit. Thus if the
Fighter named above used a mace at -2 (the “non-proficiency penalty”) throughout this last promotion, from Warrior to Swordsman, and <footman's or horseman's>
resorted to no other weapon, he could gain its use (assuming he is
allowed a new weapon at this new level).

A spell caster must learn the text of new prayers (Cleric/Druid/
Paladin/Ranger) or read new spells (Magic-User/Illusionist/Ranger)
before he or she gains them. Thus, unless a Cleric meets another who
knows a prayer, or a Magic-User meets another who will let him read a
book, he or she can not cast it. Knowing the title of a spell is not
sufficient.

Each new spell level can only be employed after the key to that level
(in prayer or reading) is taught to the spell caster: Thus even if a “natural
level” is gained by a Magic-User, for example-let’s say Evoker to
Conjurer where he or she would first gain a 2nd-level spell, he or she
could not understand a 2nd-level spell until the key to the level were
taught to him or her. (You might wish to make that rule optional but I
highly suggest you use it. )

Special abilities must come from one’s own class, with few exceptions. For example, the prayers needed to turn higher levels of undead
must be taught; a Druid’s extra languages, identifications, immunities
and the ability to shapechange must be taught; a Paladin’s ability to turn
undead or to use spells must be taught—ditto for the Ranger; a Thief
must learn how to read new languages or to read magic; a Monk must
have each of his special abilities taught to him or her.

If you wish to allow “cross teaching” it must follow the rule that the
teacher must already know how to do the required task with a proficiency equal to or greater than that of the figure’s proficiency who is being
taught. Thus, a Murderer (4th-level Assassin) could not teach a soon-to-become
Robber (4th-level Thief) anything about picking a lock since the Assassin’s own
ability will not equal that of the Thief s. Of course, an Acolyte (1st-level Cleric) who
knows how to Create Water could teach that spell (prayer) to a high
priest without penalty.

After all of this introduction the topic of how the training occurs has
finally come up. This is set out in a series of rules, and EVERY one
should be followed.

A. For a figure to be trained, the trainee must have at lest 1/2 of
    the necessary experience already amassed. Thus, if a Warrior
    wants to be trained to become a Swordsman he or she must
    have at least 3,000 total points of experience to his or her credit
    All of that experience has to come from the sources listed at the
    beginning of this article, though magic can also add experience
    (a card from a Deck of Many Things, certain manuals, books,
    etc.). It should be noted that as a character gets higher and
    higher that that 1/2 necessary experience is harder and
    harder to gain from “natural” sources. Thus, you might wish to
    reduce that 50% by 1% per level so that an aspiring 10th level Lord
    would only need 40% from “natural” sources. This reduction, if used,  should be cut off at 20%. As far as I am concerned,
    a character is awarded Demi-God status once he or she becomes 21st level and is effectively out of the game—though
    many DMs might disagree on that point I feel play above 20th
    level is just ridiculous.

B. The instructor, almost always someone of the figure’s own class,
    must be at least 1 level higher than the figure to be trained, i.e.
    already at the new level, or higher of course.

C. The trainee would prefer to find an instructor of his or her own
    race and alignment if at all possible. If there are racial and/or
    alignment differences the DM might invoke a penalty in the
    “what can be taught” percentage given below (D). That penalty
    should be 0.1% for a racial difference. 0.1% for a one-step
    alignment difference, 0.2% for a two-step alignment difference,
    0.4% for a three-step alignment difference. Absolute opposites
    will not train each other. A one-step alignment difference is LG
    to NG or LN, a two-step is LG to CG, LE or N, a three-step is LG
    to CN or NE, absolute opposites are LG and CE or LE and CG.

D. What can be taught. The instructor can impart 2% of the difference between his current experience level and that of the
    trainee if he is at least 2 levels above the trainee (modified by
    racial and alignment differences as given above), 1% if he is at
    the level to which he is training the trainee, per training day.

    Examples: A LG elf_Swashbuckler who currently
    has 20,000 XP is to train a LG elf
    Warrior who has 3,500 XP. Thus, per day of
    training, the swashbuckler can impart 2% of (20,000 - 3,500)
    = 330 XP. A day equals 8 hours of training.
    No more than 8 hours per day can be used. Haste has no effect
    on training! Since this warrior needs 500 x.p. (4,000 - 3,500),
    it will take 500/300 = 1.51 days, or 11/2 days rounded off.

    A LG elf_Swashbuckler who currently has 20,000
    XP is to train a NG human_Hero who
    has 14,000 XP. The base is only 1% since the elf
    is trying to teach the human to become the level he is already at.
    This 1% is reduced by 0.1% due to racial difference and 0.1%
    due to a one-step alignment difference, so it becomes 0.8%
    imparted per day. 0.8% times (20,000 - 14,000) = 48 points!
    Since the poor human needs 4,000 more points to become a
    swashbuckler himself, this will take 831/3 days! As you can see,
    this is very unprofitable for both figures.

    E. What is the cost? The cost is roughly 1 GP = 1 XP,
    but this can be bartered and modified to as little as 1 x.p.
    for 10 s. p. or as much as 2 x.p. for 1 g.p. The best price would
    only be given by figures of the same race and alignment to their
    close FRIENDS. Naturally, cost can be measured by services rendered,
    magic items given, etc. However, there is ALWAYS a
    cost-there is no such thing as free training!! This is tied to the
    fact that training is considered a church sacrament—this will be
    explained below—by all races and alignments!

    F. The Training Contract. This is the heart of this system and it must
    be observed by the DM or the players will try to get away with
    getting training for nothing or next to nothing. Prior to instruction the pupil     and instructor swear by their deities to protect one
    another during the period of training and for 3 days thereafter, if that is     necessary. Robbery of one’s teacher (pupil) is
    60% likely to invoke an immediate penalty (30% from the god
    of the offended party, 50% from the god of the offending party,
    and 20% from both gods!)! The student-teacher relationship is
    sacred regardless of class, alignment, race or any other barrier. If
    2 people agree to a training contract, they must abide by it.
    Killing one’s teacher (pupil) is 85% likely to invoke an immediate penalty     (20% from the god of the offending party, 40%
    from the god of the offended party, and 40% from both gods!)!
    Any attempt to subvert the oath will be dealt with harshly. Use of
    others to rob or harm the partner in the contract will cause the
    same penalty to all concerned. Note that this extends to private
    intervention also, so that if a teacher’s friend tries to kill the pupil
    without the teacher’s knowledge the friend will be dealt with by
    the God(s)! Gods always take direct interest in such contracts
    since their name is used in the bargain. Note that the deity’s
    Name need not be spoken aloud. If a character tries to subvert
    that rule by saying he swore by his God without actually doing
    so, the other figure’s God will act at once!

G. What treasure can be used to pay for training? Part of the oath is
    to swear that all monies and items have come from adventuring
    in the name of the person’s God. Treasure gained by inheritance,     gambling, taxes, training someone else, from day-to-day
    business, etc. cannot be used. Note that if 10% comes from
    these random sources there will be no penalty, but there is a 2%
    chance for intervention for every 1% over that 10% grace
    portion. Thus if a figure tries to use treasure amounting to 40%
    of the training cost, the chance for his god invoking a penalty is
    (40 - 10) (2%) = 60%. Finally it should be noted that trying to
    pass off a bogus or “empty” magic item will also invoke the
    wrath of the God(s) with a 70% chance. All of this precaution is
    absolutely necessary to prevent the unscrupulous player from
    trying to cheat on the deal.

H. What will the Gods do? First, they will require full repayment to
    the offended party, plus a large bonus. If the offended party has
    been killed the Gods will demand  that he be raised at the
    offender's expense, or they just might kill the offender and take
    the body away. The gods must be played with a vengeance in all
    such cases. Taking their names in vain is no light matter!!
    Quests, Geas and Atonements are also very likely requirements
    of the Gods. (Note: Demons and Devils are considered as
    deities (gods) in this case, as are very powerful figures who
    are worshipped, like Tiamat, Bahamut, some Ki-Rin, etc.)

I.. Major tasks. Learning a new language, learning how to make
    weapons, learning pre magick (for a paladin, ranger) etc. are very
    long events and will not fit the 2%/1% rule since weeks are often
    required. Cost for such training will be from 1 to 40 s.p. per day
    per level the teacher has attained. Again, a contract is involved.
    “Cross-training” comes into this category. Whenever there is a
    doubt as to how much something should cost, always charge
    the higher amount.

    High-ranked instructors. Those who are 1, 2 or 3 levels above
    the pupil will enter the training contract often—remember, it is
    free choice! However, those 4 or more levels above the pupil
    will not usually lower themselves to train lessers. This feeling of
    superiority permeates all alignments, though LGs are
    a little less superior—but not much. In like manner, such instructors always sell training for a minimum of 1½ g.p. per x. p.!
    These figures are honor bound to tell a figure where he can
    obtain training, if they refuse to do it. Training at this level of
    difference is always at the teacher’s convenience, so that it can
    be put off for days.

J. Physical condition of the teacher and pupil. Both must be fully
    cured to enter a contract. Any damage during the training must
    be healed fully before training can go on.
    Charmed or imprisoned teachers can not convey information for
    a training purpose. In like manner, taking the training oath is
    very likely to invoke intervention if it is taken under charm or
    duress (60% chance).

M. Inter-party training. It is not allowed for the purpose of giving a
    new level! If this rule is not used, then treasure will “daisy chain”
    itself around in a party and not leave the group. The object of
    this system is to get the treasure away from the party!!
 



THE FORUM

I'm writing this letter in agreement with S.D.
Anderson's letter on XP for
magickal items (DRAGON Magazine #122) and to
add a few ideas of my own.  Anderson was right
in being mad at the thought of 2 adventurers
just sitting down and trading magickal items back
and forth to go up a level.  Here's an example of
how and when I think XP for
magickal items should be rewarded.

Cathy the Conjurer (3rd-level magic-user,
INT 17, and 7,549 XP) kills a violet fungus
(242 xp) and gets a treasure of a ring of
jumping (1,000 xp) and a sword +1 (400 xp).
She should not get the XP for the
magickal items until she uses them.  She cannot
use the sword +1, so she would get no XP
from it.

After travelling farther, Cathy comes upon a
gorge 20' wide.  It's too wide to jump, so she
then uses her ring of jumping to leap across.
She Now gets the XP for the ring.

Cathy then kills a mobat (250 xp) and gets a
treasure of a shield +2 (500 xp) and a wand of
lightning (4000 xp).  Having had enough adventure
for one day, Cathy returns to train.

Cathy earned 242 xp for the violet gruub, 1,000
xp for the ring of jumping, 250 xp for the mobat,
and 10% bonus due to her 17 INT.  She got
no experience for the shield +2 or the sword +1
because she can't use them, nor for the wand of
lightning because she didn't use it.  She had 7,549
xp originally.  This brings the grand total to 9,190
xp, 811 xp short (242 + 1000 + 250 + 149 +
7,549 = 9,190) of the next level.

Another idea is to give XP on
magical items gradually with the use of the item.
Wilbur the Warrior has just gotten a sword +2
(800 xp).  He uses it for the rest of the adventure
and gets 160 xp for it.  He gets 160 xp each
adventure afterward until a grand total of 800
xp is reached.

Tim McNally
Edgewood KY
(Dragon #127)
 

I know that a number of people do not play
the AD&D® game by the rules; a lot of people adlib.
I think this is good. People who play roleplaying
games should supplement the rules if
they don't agree with them.

I have been a player of the AD&D® game for
5 years and have supplemented many rules.
My FRIENDS and I change rules because the rules
don't seem as realistic as possible.

For example, why should you get XP for magical items? They help you get
XP in fighting monsters. Another
question I have is about gold. How does it help
you fight better? In my campaign, when we get
the required XP for a new level,
we don't train. You learn by experience in
combat. You can <pay> to get further training for
more XP or pay to train on a new
weapon.

We give magic-users 50 xp per level of the
spell cast times 2, if the spell is purposeful.
Magic-users also get XP for killing
monsters but pay to acquire new spells. We do a
similar thing with thieving abilities. We have a
lot of other variations on the game, but we must
still see the rules from the DMG and Players
Handbook most of the time.

What I would really like people to do is to
change rules a little for their own enjoyment.
It's their game and they should do with it what
they think is right. In this way, DMs can make
their game more exciting and enjoyable for
their group.

Ed Kruse
Strongsville OH
(Dragon #134)
 

The current XP system for the
AD&D® game is very well thought out, but
unrealistic. 1st I would like to know why
XP are given for finding treasure.
It's not very logical to say that all treasure must
be guarded by powerful monsters. Perhaps it
was lost by long-ago guards or the guards have
died. An entire party could advance a level by
accidentally stumbling on a treasure (not to say
a DM would unbalance the game like that).
Another problem is the way XP
are given out for killing monsters. It is crazy to
say that an 18th-level party could gain experience
from slaying a band of kobolds but not
from 6 months of training. And what about that
fighter locked in the demilich's dungeon for 2
years. Characters should study their skills for at
least 30 minutes a day or lose XP
equal to their level × 10 unless this takes them
below the level they are currently at. Also,
those who study excessively for 2 days should
receive the reverse effect.

David Choi
Etobicoke, Ontario
(Dragon #134)


I believe that I have developed the solution to
the thief's "experience points for theft" problem.
You simply take the experience level or HD
of the being from whom something was stolen
and multiply it by 100. In cases of victims with
less than 1 level or HD, then simply
award the thief 50 xp. The DM may wish to
modify the XP award due to
difficulty or simplicity.

For example, Dougal, a Thief (9th-level thief), successfully
picks the pocket of a Swordsman (3rd-level fighter).
Thus, Dougal will receive 300 xp from the theft.
Later, Dougal steals a necklace from the lair of a
huge ancient red dragon. Dougal receives 1,100
xp from the theft. The necklace he stole was
later sold for over 5,000 gp. (This system does
not use monetary value to determine XP, nor should it.)
Finally, Dougal steals a
small treasure box from a kobold. He is awarded
50 xp for the theft (though there were only
200 cp in the box).

Hopefully, this system will help all the referees
and players having trouble with XP
awards for theft.

Rick J. Federle
Fairfield OH
(Dragon #135)


Despite the critics, there are good reasons
why we give experience for magick and treasure.
The primary one is that we need some source of
experience besides killing monsters. If a fighter
gained experience just from battle, he would
have killed about 150 orcs by the time he
reached 2nd level (Warrior). That is an obvious impossibility
when we consider that those we could
classify as real-life, high-level fighters may have
killed a score or 2. Another comparison
comes from the world of boxing; the longest
such career without a loss (death in AD&D
game terms) among major fighters is 49 fights --
far short of 150, much less the thousands needed
to reach name class. We could increase the
experience per monster to more reasonable
levels, but we still end up with a dull game in
which the only matter of interest is killing
monsters. In real life, money is a major motive,
and we don't want to slight its power in AD&D
games, either.

Training is sometimes suggested, but training
is dull, to be kept in the background where it
won't interfere with the game. By giving XP for money, we can merely assume
much of the money is used for training which
occurs off-camera where we are not bored by
it. Giving XP for various actions
(spells cast, locks picked, etc.) can be tremendously
complex and still greatly favors one class
over another.  Try to dream up a system that
wouldn't ruin a druid if all his time was spent in
the city, or keep a thief down if he lives in the
forest.  Again, experience for money allows the
party to remain at a common level (or to
advance a particular player if the party chooses
to split the loot that way).

"Money-experience" is not a perfect system,
but the alternatives are worse.

David Carl Argall
La Puente CA
(Dragon #136)
 

Over the years, several people have expressed
a desire to create an XP system
for thieves (see issue #135, page 43). Building on
a previously suggested idea in an article from
this magazine, I propose assigning a level of
difficulty (as per the XP chart in
the DMG, page 35) to the building to be looted.  <Experience, DMG>
For every 10' a building has, assign 1 HD,
rounded to the lowest number.

Once the basic value is established, treat every
guard or trap as 1 special ability. If you feel
the guard or trap is especially tough, treat it as
an exceptional ability. Proximity to strong support
(e.g., the sheriffs office) or special construction
(e.g., a greased tower wall) could also
be treated as a special or exceptional ability. For
every 3 secret receptacles for treasures
(e.g., a hidden safe), add 1 more special ability,
rounded to the lowest number. Then add the
experience given for any treasure gained,
adjusting for difficulty.

Using this system, a moneylender's 10'-high
shop with 4 guards, 3 hidden treasure
receptacles, a pit trap, and 500 gp in treasure
would be worth 534 xp to a pair of Rogues (Apprentices) escaping with the loot.

This system can also be converted to dungeon
use, treating every 10' of depth as height

Joseph Goldlust
Caldwell NJ
(Dragon #138)
 

About XP for treasure: Experience
should be given as follows: 1) If the treasure
is integral to the adventure; 2) If a person
is progressing, level-wise, slower than everyone
else is, through no fault of his own; or 3) If the
character is a thief and takes the treasure
without violence.

Jim Amos
Whitehouse TX
(Dragon #142)
 

I agree with David Argall?s statement in issue
#136 that some source of PC experience besides
monster-bashing is needed. However, I cannot
agree with his defense of the "gold equals experience
" system. Why should ascetic monks,
scholarly sorcerers, and pious clerics be forced
to act like materialistic money-grubbers? The
money-related experience system makes the
game revolve around the idea that only treasure
is worth adventuring for. The paladin who
undertakes a holy quest to destroy an evil foe is
out of luck unless said enemy has a rich treasury
to loot.

If adhered to, this system also results in huge
amounts of cash in the hands of PCs. The DM,
of course, wants to take the cash away from the
PCs. Consequently, we have massive inflation
problems, with every service or item that PCs
might want being ridiculously overpriced (DMG
training costs come to mind).

In short, the "gold equals experience"
approach -- far from being a useful though
illogical simplification -- generates more problems
than it solves and does not solve any problems
well. In some campaigns, including my
own, it has been replaced by a system which
increases the experience award for defeating
monsters. I also give XP for
clever play, problem-solving, and the accomplishment
of goals or tasks. Most of these systems
are vaguely defined and rely heavily on
DM judgment rather than hard-and-fast rules.
However, they're still an improvement.

Alan Clark
Vienna VA
(Dragon #142)
 

I am writing in response to David Argall's
letter in issue #136. His "Forum" article gives
"good reasons why we give experience for
magic and treasure." The only "reason" he gives
is for "some source of experience besides killing
monsters." He describes in-play training as "dull,
to be kept in the background where it won't
interfere with the game," and that such training
should be "off camera where we are not bored
by it." He goes on to say that giving experience
for other actions can be tremendously complex
and would favor one class over another. This, all
of it, is absurd!

When we speak of other sources of experience,
we should broaden our VIEW of the question
to look at the whole picture. Why would
giving XP for casting spells,
picking pockets, opening locks, or successfully
using skills unbalance the game or favor one
class over another? A fighter fights; that is
where the majority of his experience comes
from. Thieves, clerics, and magic-users would
be at an extreme disadvantage when traveling
solo and not counting on that "group experience
for monsters killed." A fighter fights; a thief
opens locks, picks pockets, and finds traps; a
magic-user casts spells and applies his greater
intellect to difficult situations; a cleric casts
spells and often acts as a secondary fighter for
the party or (as quite often occurs) is almost as
protected as the magic-user because of his
ability to heal. The druid is in the same boat as
the cleric.

But why limit experience allocation to those
aspects of the game? There are other areas in
the game that challenge the player as well as the
character, like the solving of problems and
riddles, and the quality of role-playing. These
things are worth consideration, and since there
is an infinite amount of possible situations to
consider, it would not be feasible to construct a
method of distributing those XP.
It must be left up to the impartiality of the
individual GM.

The simple fact that we are playing a RPG must be kept in mind when we
term things as boring or not. The fact that
something is boring is a problem for that M and the way he runs his game. How can
one spend the money for training and not spend
the time for training? While I do not want to get
into an argument over realism, I must insist that
this hardly seems realistic.

I have been playing the AD&D® game for 10
years and have in that time played so many
different role-playing games that I don't care to
count them, but my real love has been and
always will be the AD&D game. I have found
that money is its own reward, not to be given
out in unbalancing proportions. This also goes
for magic. The fact that a fighter gets a magical
sword doesn't make him a better fighter; in fact,
if he used that sword at all times, he could quite
possibly become dependent on that sword to
give him the edge in a battle instead of working
on his own personal edge, so why give him
experience? Does a dagger +2 make a thief
better at opening locks or finding traps? It
would be absurd to think so.

Robin D. Brock
Columbia MD
(Dragon #142)
 

Up to a POINT, David Carl Argall's case [in issue
#136] is quite accurate. That POINT comes in
games in which XP are almost
exclusively generated by combat. In such games,
experience is the only thing that matters; money
exists for new weapons, spells, armor, and
training to go up in level.

I personally think the additional spells, training,
armor, and weapons are sufficient to almost
eliminate the risk of a character getting killed
before he can acquire sufficient XP, but I concede that even killing a Duke of
Hell provides scant XP when
divided up among a party of 8 PCs and 4
henchmen. If a DM wants to boost the overall
experience a party gets by adding in treasure,
it's his campaign.

The problem is that more sophisticated campaigns
shouldn't be locked into a fight-treasure-experience
cycle. Any campaign that
encourages creative thinking, role-playing,
teamwork, or tactical planning over monster-bashing
should find ways to reward such things
or reduce the rewards for successful mayhem.

Actually, David Argall hurt his case with the
comparison to Joe Louis. The record of unbroken
heavyweight boxing victories is irrelevant.
What is the typical survival rate of PCs who
fight appropriate level monsters going by the
rules? Excellent to incredible. Realistically, losing
an individual combat doesn't result in the death
of a character. Most characters are in negative
HP and heading toward death -- but not
dead -- when they drop. Only the dumbest
monsters will finish off downed opponents
while other party members are still attacking
them. Unless the party fights for an awfully
long time after that, someone will get to the
fallen member(s) in time to provide some sort of
healing. Add the fact that most PCs end up with
the best armor and weapons they can get ASAP,
and the PCs soon become the few beings of
their own levels who can hit their own ACs!

When I wrote my earlier letter, I didn't
include any of my own solutions to the problems
I brought up, like changing the weight of a
coin from 10 to a pound to 100 to a pound, so
the coin weighs a little more than twice the
weight of a dime and has few of the problems
found with the standard gold piece. I also look
at the adventure before the players go through
it and calculate a ballpark figure for the experience
the PCs would get individually if they fare
as expected (call it a passing grade). That figure
becomes the base experience reward for that
adventure. Individual members, or the whole
party in some cases, may receive higher or
lower amounts depending on how well or how
poorly they did.

Characters who are not supposed engage in
direct combat aren't penalized because they
didn't fight this or that monster; they weren't
supposed to fight under this system anyway. If
your character is there and doing his job competently,
he has earned the passing-grade
amount of XP.

Players have incentives to try and do more
than the bare minimum here, and have a better
chance of doing it just by being in character.
Nor is a party that is somewhat large over-penalized
because a fixed number of XP are added for slaying monsters; gold and
magickal items are divided by the number of
characters. I'd adjust the base value down if
more characters were involved than I had
anticipated, but the bottom line is: "This is the
amount of experience points your character
earned, based on what he was able to do,  -- not
"This is your share of all the experience points
my calculator says you guys got."

S. D. Anderson
Whittier CA
(Dragon #142)
 

The DMG says [DMs should] give out XP for GP on a 1-for-1
basis if the value of the guardian equals or
exceeds that of the party which took the treasure.
The DMG then says that this is a compromise,
and a more realistic system would be too
boring and would disrupt the game flow. Then
it gives a system for level advancement that has
the characters spend gold to gain levels.

I believe a better system wouldn't give experience
for gold at all unless that gold were spent
on training. In one stroke, you could provide for
level advancement with no training and also
TAKE the gold, with the players feeling that they
are getting a valuable exchange.

Thus, if Ned Nimblefingers the thief is stealing
without the Thieves' Guilds knowledge, he
would be foolish to try and go to the Guild to
buy training. In that case, he would only earn
experience for performing his jobs, and it would
take longer for him to gain a level, though he
would have more money. If Ned was a member
of the Guild, then he could add as many XP 
to his total as he paid on his Guild

dues. This would simulate [his association with]
the older, more experienced thieves and [use of
the] training devices that the Guild owns.

In the 1st case, Ned could earn 1,000 xp and
2,000 gp in 5 jobs. In the 2nd case, Ned
could have earned the same amount but might
also have had to pay out 25% of his TAKE to the
Guild, which would be 500 gp (adding another
500 xp to his experience total).

Clerics and wizards would gain experience for
each new magickal spell they research, successful
or not, and each magickal item they create that
they have never created before.

Fighters would gain experience on the money
spent for training and on the number of troops
they command (everybody respects a man with
1,000 men at his beck and call).

You get the idea. The characters get experience
for doing the things their classes are noted
for. A magic-user isn't going to get any experience
for running an army, and a fighter won't
get any for trying to research a spell.

Finally I come to the point of getting experience
for magickal items. I don't understand how
picking up a wand, pointing it, and saying the
right word is going to gain any experience.
Maybe figuring out the right word to say will
gain experience for the person who figured it
out, if the problem was hard enough. Making
the wand in the 1st place would have been
hard, but the way the DMG is written, you don't
gain any experience for that.

I have been playing the AD&D game since
January 1982 and had a DM who had been
playing since the very beginning. He had
worked it out so that PCs didn't get experience
for gold and didn't have to train for level
advancement. Other groups I played in would
give experience for gold but no training for
level advancement. I believe that my system will
balance out some of the problems and fairly
award experience for actions performed by the
characters.

James M. Rogers
McConnelsville OH
(Dragon #144)
 

YES, the standard method of distributing
experience according to monsters slain and
treasures won is fairly well balanced and fair.
YES, it is much better than methods using training
or class-related activities or even [giving
experience only for slaying] monsters.

So, do I use the standard XP
system?  Of course not!

My old DM did, and he spent a few hours
after every adventure adding up the XP
from all the monsters killed, then letting
us add in the treasure and any special bonuses
or penalties.  I am simply too lazy for that.

Before I START an adventure, I decide approximately
how many XP I want the
characters to get when the adventure ends. If
they did well and defeated all the challenges,
they get that many XP, plus any
bonuses I award. If they did poorly, they only
get part of it. The final result has more to do
with how long I want it to be until they hit next
level than how many monsters they killed and
how much treasure they found.

This lets me control just how fast they rise in
levels. If I have an adventure ready for next
time that is a little too tough for them, I award
[more XP].

Sometimes simpler is better.

Tommy Sronce
Fort Worth TX
(Dragon #144)
 

I would like to throw my 2 cents worth in
on an item I noticed in "Forum" in issue #136,
from David Carl Argall, which was the latest
comment in a continuing discussion regarding
the accrual of XP.

In my 8-year career as a DM,
I have never given any XP for
magickal items found, and at present, I give no
experience for gold. (I used to give some experience
points for GP gained, in a ratio of 1
xp per 10 gp obtained. I no longer do even this.)

Further, with only 1 lamentable exception,
no DM I have ever played with
ever gave his players points in this manner. In
that exception, I took a human_thief character
from 6th level (Filcher) to 14th (14th level Master Thief) in only 10 weeks! I freely
admit that we played a lot, 2 to 4 sessions
per week and 6 to 8 hours per session, and
we had some incredible hauls of treasure, but I
maintain that giving XP for
magickal items and gold is neither worthwhile
nor balanced.

As an example, I am currently running a
campaign that is 6 scenarios old. Most of the
characters have crossed their thresholds for
2nd level and now await an opportunity to
train. I believe that this rate (5 to 6 adventures
to go from 1st to 2nd level) is a reasonable
and balanced progression through the ranks. I
give XP for actions other than
combat, such as spell-casting, thieving functions,
and actions in accordance with the character's
alignment. I admit that this system is a bit
complex, but if you keep on top of it, the
accounting is not that bad.

Mr. Argall states that training is dull and is to
be kept in the background. I must disagree with
him yet again. As a DM, it's a real
trip at training time to watch the players huddle
over their sheets, calculating whether they can
afford to train, buy new equipment, and still eat
on the funds they have. When the player of a
1st-level character in my world discovers that it
will cost 1,800 gp to be trained to 2nd level, the
expression on his face is priceless! I use training
as a major method (along with taxes) of siphoning
off a party's wealth, and it works like a
charm. The shoe fits on the other foot as well.
As a player, many times I have squirmed over
my calculator and had to finagle loans from
other characters to finance my character's
training.

Nelson E. Hemstreet
Brick NJ
(Dragon #144)