Recently I noticed, that Erik Mona does not like the experience point system – and thus have created his own system – and it reminds of how I have been doing XP myself.
On the good old pre-2000 days, you killed an orc and gained some XP. You might get 50 points or so, and only needing a few thousands, then that was ok. Unless you played D&D becmi, where an orc gave 10 points, and your first level fighter needed 2000 to go up a level. Then collecting treasures became really important.
But even with the increased XP values of monsters in AD&D, once you needed 10.000 or even more XP, killing a few monsters granting some hundreds XP or so resulted in bookkeeping XP just felt meaningless. This also began being reflected in scenarios, where you huge sums of XP were being granted for reaching the end of a module, and in some cases whole levels were granted (making it even less meaningful to collect XPs for killing a few orcs).
With this slowly deteriorating system for granting XP became still more useless, many began developing new ways of granting XP, and when 3rd edition came around a new shiny model were introduced, and an even shinier one with the 4th ed rules.
Since XP is such a nice thing to drive the game, as it quite literally is an award, you can use it to tell the players, what you want to reward them for. Kill monsters and bring home treasures! Complete modules! Use your class based abilities! For surviving encounters (as Erik Mona suggests)! Spending your money at the inn between adventures (as I saw suggested years back)! Roleplaying! (An always nebulous one for who is to gauge “roleplaying”, and you might end rewarding extrovert or charismatic players or players for ‘reading’ their GM?).
Attending Class, Gaining XP
I just recently ended an eight year long campaign about a group of teenage wizards at The Great School of Glantri. Xp were not granted for killing monsters or picking up treasures, nor were they granted for ‘good roleplaying’, but instead for attending classes and passing exams, and everytime you had enought to level up, you had to pass a test. Failing exams also gained XP, as you still had learned something.
The system worked great. It gave the game a good focus – we are at school and need to balance fun and adventuring with actually attending class, and what to do, when a great adventure presents itself the night before exams? It also gave us space to explore, what happens at wizard schools and how does it feel to attend one?
For my D&D retro-clone the focus is on exploration. I have been reading and playing a a bunch of the old, really old modules, and one thing that separates them from the 90’s modules is absence of the detailed narratives to draw the PCs through (especially thinking of the Ravenloft and Planescape modules here), and from the 3,5 material, where you go from encounter to encounter. In the older material you explore areas. You map dungeons, you fight monsters, avoid traps and meet weird things, ancient things and strange things. There are plenty of empty rooms, and sometimes there is a room with a large bed and a lady’s hat for no other reason as to pique the players’ imaginations.
So for my D&D retro-clone (previous design posts part 1, part 2) I want an XP-system, that rewards the players for exploring dungeons, for poking their noses into the next room and the next room and the next room again.
This is what I came up with.
The Adventure Points System
For each room investigated the party gains 50-100 Adventure Points (50 for fairly harmless dungeons, 100 for average dungeons).
For each wonder and mystery encountered the party gains 50-400 points. Mysteries can be an enchanted lake, an illusion covering a room or some other supernatural effect. Wonders are the wonders experienced in the dungeons, as finding an ancient wallpainting made by a long forgotten artist, whose art touches your soul, or it may be a natural rock-formation in a grotto of great wonder.
For each trap encountered is gained 50-400 points – and half that much if the trap is avoided or otherwise not triggered. So if you find a pittrap, but never activates it, or disarm a crossbow-trap before it is triggered, you gain less, than if you fall into the pit or get shot at by the crossbow-trap. The basic idea is to entice the players to touch the red button, knowing they will only get half, if they disarm the red button instead of triggering it.
Adventure Points for exploring, for wonders and mysteries, and for traps are rewarded, when the PCs leave the dungeon and have time to rest briefly. Each PC present gains the full amount (four characters exploring eight rooms each gain 800 adventure points).
For treasures brought all the way home, the players each gain a share of adventure points equal to the treasure brought home. The four characters have borught home treasures equal to 500 gold, so each character gains 125 adventure points, however one of the characters hid a gem (value 50 gold) for himself. That character gains additional 50 adventure points, as he does not share the treasure.
The adventure point table
- Level Adventure Points
- 1 0
- 2 1200
- 3 2400
- 4 4200
- 5 6000
- 6 8400
- 7 10800
- 8 13800
- 9 16800
- 10 20400
I have tested the Adventure Points with several groups, and the great thing is that it works as intended. It makes the PCs open every door and stick their head into every nook and cranny. Since monsters don’t reward any Adventure Points, and combat with them generally slows exploration down, the PCs are just as willing to negotiate and use trickery to avoind fighting monsters, as they are to pick fights, and plenty of things are left alive, as long they grant access to more parts of the dungeon.
The extra points for mysteries, wonders, and traps also ensures, that the PCs are less likely to avoid set-ups and potential dangers, as being exposed to these, grants more Adventure Points. The players are eager to explore and map dungeons, to push on and take just one more room, because they are certain to gain points (every room grants points, whether or not any monsters, traps or any other things are present, so picking just one more room is a calculated risk).
To an extent, that sounds like a good idea, but it also paves the way for XP bloat, if the party only has to explore a few rooms to level up. I think not dividing “exploration” XP might upset the balance with bigger parties. Also, it strikes me as odd to give more xp for failing to disarm or avoid a trap, as it encourages player masochism. A relatively small dungeon would take a party from level 1 to 5 fairly quickly.
I think you have some good ideas here, but unless your goal is having characters shoot up through levels as soon as possible, some tweaking is in order. Also, one of the reasons that XP for monsters was less in B/X & BECMI is because you counted the monster’s random treasure and whatever treasure it was guarding in the room towards XP. So, you fight 4 orcs who are guarding a chest with 500 gold, the party gets 40 XP from the orcs, maybe 10 XP from their pocket change, and another 500 XP from the contents of the chest. If you didn’t award your room xp to every player instead of dividing it up, it works out to a dungeon that has an average of 50-100 gp worth of treasure in every room.
Thanks for your comment. So just to elaborate on a few points. The system is already up and running. It has been tested a several roleplaying conventions with multiple GM’s and different groups. However it is also designed for for short campaigns, where you between 1 and ½ level pr session, which fits the convention-format fine. For longer running campaigns, you can simply adjust the level requirements upwards. It is pretty easy. Just do an estimate of much dungeon needs to be explored between levelling up. Otherwise there aren’t really any problems with XP bloat.
As for the D&D becmi thing – I am aware, that treasures granted XP, as I mentioned in my post, but since not every 4 orcs guarded 500 gold, but commonly just a few meager coins, only the treasure rooms were any important, and the 40+ XP were not really of any importance. There is also a considerably difference in gaining gold with your XP or not, and knowing whether you gain XP for visiting a room or just the one room with the treasure. Since the players know, they receive points for each room, they have been more like to push on and delve ever deeper just to gain that one more room. This ties neatly with traps and rewards for though it may sound masochistic, it does not mean, that the players let their characters jump into each and every trap as a dead adventure harvests no XP.