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


 
- - - - -
Dragon - - - Dragon 35

The basic Advanced Dungeons & Dragons experience system
equates 1 gold piece with 1 XP; however, the way in
which that experience point 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 experience
point for 1 gold piece (plus or minus a few silver pieces) via the act of
training instead of just giving characters a point because they defeat a
monster who has 1 gold piece 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 experience points given to a character? The methods are:

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

2. For defeating, subduing, enspelling opponents (“monsters”), a
one-half award. (Note: killing an enspelled monster still only
gains the half 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 six 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 first 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 Higher 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, 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 magic 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
2nd-level Thief has a 29% to open a lock, give him (100-29-71) points if
he makes it, but if he were 7th level 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. Hit points appropriate to the level
    2. A saving throw 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 half 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 3rd-level Fighter can hit with a mace 65% of the time
versus Armor Class 10. For a Cleric to show this Fighter how to use the
mace, the Cleric must also be able to hit armor class 10 with a 65%
chance; for a Cleric this occurs at 4th level. 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
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 4th-level Assassin could not teach a soon-to-become
4th-level Thief anything about picking a lock since the Assassin’s own
ability will not equal that of the Thief s. Of course, a 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 one half 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 hi 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 one-half 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 one 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 CD 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 two 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 lawful good elf Swashbuckler who currently
    has 20,000 pounds of experience is to train a lawful good elf
    Warrior who has 3,500 points of experience. Thus, per day of
    training, the swashbuckler can impart 2% of (20,000 - 3,500)
    = 330 points of experience. 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 lawful good elf Swashbuckler who currently has 20,000
    points of experience is to train a neutral good human Hero who
    has 14,000 experience points. 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 gold piece = 1 experience
    point, 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 three 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
    two 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 magic (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 Lawful Goods 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!!