Maginomicon
2013-10-01, 04:15 AM
I plan on using a variant of the Bonus XP Pool system presented in Unearthed Arcana (the text of my variant is below):
I award bonus XP to players based on clever ideas, roleplaying their characters especially well, and, frankly, entertaining the group.
If anyone particularly distinguishes themselves during an encounter (or in the time before an encounter), I put a checkmark (called an “awesome-mark”) by the character’s name on a sheet. When someone does something particularly inventive or interesting in any situation, they get a check mark, too. In the rare case where someone really obstructs play, I might erase a mark.
At the end of an encounter (I always award XP by encounter), I count up the total amount of XP to be awarded, and I total up the number of marks by each person’s name. I multiply the total XP award by 75% and divide that out equally (assuming everything else about the encounter was equal). The other 25% of available XP goes into a bonus pool.
When I divvy out the XP in the bonus pool, I use a special spreadsheet that splits it up proportionate to how many awesome-marks each person earned during that encounter. I try to always tell players why their characters got bonus XP. “Good job with that puzzle trap by the dungeon door,” or even, “Hey, great job roleplaying your character’s grouchiness when the high priest was healing everyone for free.”
If the campaign uses action points, players who distinguish themselves in a session recover action points. The person who net won the most XP that session immediately recovers two action points (to a maximum of “5 + ˝ ECL”). The runner-up recovers one action point. Action points are a minor but useful intangible award that enables objectively-awesome players (based on how much bonus XP they got) to use their action points more frequently. In the highly unlikely event that there are ties for a place, each person in the tie recovers one less action point than normal (so a tie for the runner-up means neither get any action points).
This will admittedly cause there to be XP disparity in the party, but that's fine.
Determining XP by encounter instead of by session is made possible because I have a XP calculator that can rapidly output individual XP awards based on a number of factors (https://docs.google.com/spreadsheet/ccc?key=0AojdoKCdOXqNdE1RQmNsOFRtb2s4MThDdzFwZEkxa 2c&usp=sharing) (you can play around with the calculator by editing the contents of the green boxes).
This much is set in stone and is not open for debate.
What I'm looking for is:
I want feedback on the following idea inspired by The end-of-level ranking system in Legend of Zelda: Four Swords Adventures (http://youtu.be/yBNwVMXUYbs?t=3m30s). (The goal is to involve player sentiments in determining the Bonus XP Pool.)
In order to augment the number of "awesome-marks" given out in an encounter, after each encounter everyone is given a notecard. Each player then secretly writes two names on their notecard. First, who they feel was the biggest bother that encounter. Second, who they feel helped the team the most that encounter. (EDIT FIX: Players can always choose to not vote for one, the other, or both.) The notecards are then folded, given to me, and shuffled. I do not reveal the player votes or the exact number of awesome-marks I had given them before the vote (I may congratulate them descriptively, but not quantitatively).
Each negative vote reduces that person's awesome-marks by one (minimum 0).
Each positive vote increases that person's awesome-marks by one.
I then tell players their new XP totals and congrats.
What I do NOT want to hear:
I do not want to hear that I shouldn't be using the Bonus XP Pool or anything else described above where it says it's "not open for debate".
I award bonus XP to players based on clever ideas, roleplaying their characters especially well, and, frankly, entertaining the group.
If anyone particularly distinguishes themselves during an encounter (or in the time before an encounter), I put a checkmark (called an “awesome-mark”) by the character’s name on a sheet. When someone does something particularly inventive or interesting in any situation, they get a check mark, too. In the rare case where someone really obstructs play, I might erase a mark.
At the end of an encounter (I always award XP by encounter), I count up the total amount of XP to be awarded, and I total up the number of marks by each person’s name. I multiply the total XP award by 75% and divide that out equally (assuming everything else about the encounter was equal). The other 25% of available XP goes into a bonus pool.
When I divvy out the XP in the bonus pool, I use a special spreadsheet that splits it up proportionate to how many awesome-marks each person earned during that encounter. I try to always tell players why their characters got bonus XP. “Good job with that puzzle trap by the dungeon door,” or even, “Hey, great job roleplaying your character’s grouchiness when the high priest was healing everyone for free.”
If the campaign uses action points, players who distinguish themselves in a session recover action points. The person who net won the most XP that session immediately recovers two action points (to a maximum of “5 + ˝ ECL”). The runner-up recovers one action point. Action points are a minor but useful intangible award that enables objectively-awesome players (based on how much bonus XP they got) to use their action points more frequently. In the highly unlikely event that there are ties for a place, each person in the tie recovers one less action point than normal (so a tie for the runner-up means neither get any action points).
This will admittedly cause there to be XP disparity in the party, but that's fine.
Determining XP by encounter instead of by session is made possible because I have a XP calculator that can rapidly output individual XP awards based on a number of factors (https://docs.google.com/spreadsheet/ccc?key=0AojdoKCdOXqNdE1RQmNsOFRtb2s4MThDdzFwZEkxa 2c&usp=sharing) (you can play around with the calculator by editing the contents of the green boxes).
This much is set in stone and is not open for debate.
What I'm looking for is:
I want feedback on the following idea inspired by The end-of-level ranking system in Legend of Zelda: Four Swords Adventures (http://youtu.be/yBNwVMXUYbs?t=3m30s). (The goal is to involve player sentiments in determining the Bonus XP Pool.)
In order to augment the number of "awesome-marks" given out in an encounter, after each encounter everyone is given a notecard. Each player then secretly writes two names on their notecard. First, who they feel was the biggest bother that encounter. Second, who they feel helped the team the most that encounter. (EDIT FIX: Players can always choose to not vote for one, the other, or both.) The notecards are then folded, given to me, and shuffled. I do not reveal the player votes or the exact number of awesome-marks I had given them before the vote (I may congratulate them descriptively, but not quantitatively).
Each negative vote reduces that person's awesome-marks by one (minimum 0).
Each positive vote increases that person's awesome-marks by one.
I then tell players their new XP totals and congrats.
What I do NOT want to hear:
I do not want to hear that I shouldn't be using the Bonus XP Pool or anything else described above where it says it's "not open for debate".