I am running a Tomb of Annihilation campaign but as with my previous major D&D campaign set in Mystara, I have begun modding the game adding house rules of various kinds. Some are simply dealing with adapting the campaign to the Mystara setting, which required some changes. Other rules are for adapting the game to our play style. One such set of rules are the alternate XP-system we are using to emphasize the settings hex crawl aspect.
XP are gained from travelling through and exploring the wilderness.
- 1 XP for exploring a mapped hex (some parts of the map are mapped before the game begins)
- 2 XP for exploring an empty hex
- 1 XP for exploring a location in a hex
- 1 XP for each week spent in the wilderness
XP needed to level: 5+lv*5 – so 10 XP is needed to reach level 2, 15 to reach lv 3 etc.
Spending XP: XP are kept in a pool, that can be spent on characters in safe locations (each player has three characters).
Multiple characters and levelling: each player controls three characters. A character can be no more than two levels higher than the lowest in the trio (e.g. a character cannot reach level 5, if one of the other characters is at level 2).
And that is it. The XP-system entices the players to send their characters into the wilderness and even to take detours, as it gains them XP while they risk running into strange and unplanned encounters and risk running out of supplies.