Altrunchen
2014-03-10, 10:18 AM
One thing I dislike about 3.5e is the emphasis on combat it has. I personally like to reward players for successful skill checks or for role-playing well with xp since those are also types of experience as well.
But the rewards for quests and for skill checks can be kind of paltry compared to the ordinary rewards for combat. So I came up with a slower combat-xp calculation formula bearing in mind that xp can also be earned from successful skill checks or from quality role-playing at the DM's discretion.
I also am sick of leveling up characters every other session :smalltongue:.
Anyhow...here's how I run Xp:
Xp Required to Level-Up:
(Level+Level Adjustment)*1000
Skill Check Xp Reward:
DC*10
Role-Play Xp Reward:
*varies at Dm's discretion*
Quest Xp Reward:
Note: I haven't implemented this particular rule yet. But I'm planning on developing it more to replace my older, much worse rule of just 200 xp per quest completion regardless of anything else.
Quest Difficulty Categories:
Each percentage is multiplied by the amount of xp required to level up at the quest's beginning. This xp is given upon the completion of a quest and does not include XP earned from Role-play, combat, skill checks, or anything else.
Extremely Easy +5%
Very Easy +10%
Easy +15%
Fair +20%
Moderate +25%
Challenging +30%
Difficult +35%
Very Difficult +40%
Extremely Difficult +45%
Quest Difficulty Criteria:
When classifying a particular quest when the time comes to distribute xp, consider these factors in making your decision.
Strength of opposition (whether combat or not)
The presence of a deadline.
Amount of required conditions to be met.
Strictness of aforesaid conditions.
Abnormality compared to previous/other quests that the party has engaged in.
Ease of completion that the party / individual proceeded with regardless of other factors.
Main-Quest Difficulties:
If your campaign has a Big-Bad or is episodic in nature and is leading to some huge culmination of some sort, then you might consider these for your longer-term quests.
Heroic +100%
Fabled +150%
Mythical +200%
Legendary +250%
Epic +300%
Combat Xp Reward:
PL = "Player Level" = Class Level + LA
PS = "Party Size" = number of players in the party.
AvPL = "Average Party Level" = (sum of all player class levels in party with their LA included)/number of members in the party
Cr = "Challenge Rating" = the Challenge rating of the group of monsters encountered. If one encounter has monsters of varying challenge ratings, then calculate xp for each different Challenge Rating.
Quan = "Quantity" = Number of monsters per different Cr encountered. I.e. if there are 4 cr = 1/4 monsters and 5 cr = 1 monsters, then calculate xp for the cr 1/4 monsters and then the cr 1 monsters separately and then add the rewards together.
Formula:
BaseXP = (Cr/AvPL) * (100*1.25^Cr)*Quan
Individual Combat XP reward = (BaseXP/PS)*(AvPL/PL)
But the rewards for quests and for skill checks can be kind of paltry compared to the ordinary rewards for combat. So I came up with a slower combat-xp calculation formula bearing in mind that xp can also be earned from successful skill checks or from quality role-playing at the DM's discretion.
I also am sick of leveling up characters every other session :smalltongue:.
Anyhow...here's how I run Xp:
Xp Required to Level-Up:
(Level+Level Adjustment)*1000
Skill Check Xp Reward:
DC*10
Role-Play Xp Reward:
*varies at Dm's discretion*
Quest Xp Reward:
Note: I haven't implemented this particular rule yet. But I'm planning on developing it more to replace my older, much worse rule of just 200 xp per quest completion regardless of anything else.
Quest Difficulty Categories:
Each percentage is multiplied by the amount of xp required to level up at the quest's beginning. This xp is given upon the completion of a quest and does not include XP earned from Role-play, combat, skill checks, or anything else.
Extremely Easy +5%
Very Easy +10%
Easy +15%
Fair +20%
Moderate +25%
Challenging +30%
Difficult +35%
Very Difficult +40%
Extremely Difficult +45%
Quest Difficulty Criteria:
When classifying a particular quest when the time comes to distribute xp, consider these factors in making your decision.
Strength of opposition (whether combat or not)
The presence of a deadline.
Amount of required conditions to be met.
Strictness of aforesaid conditions.
Abnormality compared to previous/other quests that the party has engaged in.
Ease of completion that the party / individual proceeded with regardless of other factors.
Main-Quest Difficulties:
If your campaign has a Big-Bad or is episodic in nature and is leading to some huge culmination of some sort, then you might consider these for your longer-term quests.
Heroic +100%
Fabled +150%
Mythical +200%
Legendary +250%
Epic +300%
Combat Xp Reward:
PL = "Player Level" = Class Level + LA
PS = "Party Size" = number of players in the party.
AvPL = "Average Party Level" = (sum of all player class levels in party with their LA included)/number of members in the party
Cr = "Challenge Rating" = the Challenge rating of the group of monsters encountered. If one encounter has monsters of varying challenge ratings, then calculate xp for each different Challenge Rating.
Quan = "Quantity" = Number of monsters per different Cr encountered. I.e. if there are 4 cr = 1/4 monsters and 5 cr = 1 monsters, then calculate xp for the cr 1/4 monsters and then the cr 1 monsters separately and then add the rewards together.
Formula:
BaseXP = (Cr/AvPL) * (100*1.25^Cr)*Quan
Individual Combat XP reward = (BaseXP/PS)*(AvPL/PL)