User Tools

Site Tools


running_adventures:awarding_xp

Awarding XP

XP Award Procedure

All characters who survive an adventure and return to safety gain experience points from treasure recovered and monsters defeated. XP is awarded by the referee as follows:

  1. Treasure XP: Calculate XP from recovered treasure.
  2. Monster XP: Calculate XP from defeated monsters.
  3. Party total: Sum total party XP.
  4. Divide between characters: Divide party XP evenly between surviving characters.
  5. Individual adjustments: Optionally adjust individual XP awards.

1. Treasure XP

Treasure that PCs bring back from an adventure is the primary means by which they gain XP—usually accounting for ¾ or more of the total XP earned.
Non-magical treasure: Characters gain 1 XP per 1 gp value of coins, gems, jew­ellery, and other items of material value brought back from the adventure.
Magical treasure: Does not grant XP.

2. Monster XP

XP is awarded for monsters defeated (i.e. slain, outsmarted, captured, scared away, etc.), depending on their Hit Dice and special abilities. See XP for Defeated Monsters.
Extraordinary peril bonus: A monster defeated under especially dangerous circumstances may be treated as one HD category higher on the table.
Partial awards: In situations where PCs learnt from an encounter but did not defeat the monsters, the referee may consider making a partial XP award—for example, 50% of the monsters’ XP value.

3. Party Total

The XP awards for recovered treasure and for defeated monsters are summed. This is the total XP awarded to the party.

4. Divide Between Characters

The party’s total XP award is divided evenly between all characters who survived the adventure—this includes retainers.
Awarded XP is always divided evenly, irrespective of how the players decide to divide the treasure.

5. Individual Adjustments

The referee may optionally award extra XP to characters who excelled (e.g. single-handedly defeated dangerous foes, saved the day with clever tactics) or less XP to characters who contributed little.
The character’s class and alignment should be taken into account when making such judgements. The referee should also Bear in mind that characters performing rearguard duties are aiding the party and should not normally be treated as having contributed little.

XP for Defeated Monsters

Monster HD Base XPBonus XP / Ability
Less than 15 1
1 10 3
1+ 15 4
2 20 5
2+ 25 10
3 35 15
3+ 50 25
4 75 50
4+ 125 75
5 175 125
5+ 225 175
6 275 225
6+ 350 300
7–7+ 450 400
8–8+ 650 550
9–10+ 900 700
11–12+ 1,100 800
13–16+ 1,350 950
17–20+ 2,000 1,150
21–21+ 2,500 2,000

Base XP: The XP value of a monster is determined by its Hit Dice.
Bonus XP / Ability: A monster’s XP value is increased for each special ability it has. Special abilities are indicated by asterisks following the monster’s HD rating. For example, a Giant scorpion is listed as HD 4*, meaning its XP value is 125 (base 75 + 50 bonus for one asterisk).
Monsters with bonus hit points: Monsters whose HD are notated as a number of dice plus a fixed hit point bonus (e.g. HD 4+2) are more powerful and are listed separately in the table. For example, a monster with 2 HD is worth 20 XP, but a monster with 2+2 HD is worth 25 XP.
Higher HD monsters: For each HD above 21, add 250 XP to the Base and Bonus amounts.

running_adventures/awarding_xp.txt · Last modified: by 127.0.0.1

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki