Friday, March 23, 2012

Alternate XP Advancement System

Inspired by "Experience by Plundering" @
http://bleakbeyond.blogspot.com/
Give us some mo'!

In the area of awarding/calculating XP, I've tried:

- by-the-book AD&D 1st rules; actually calculated for ea monster, multiplying bonus per HP... forget that!
- basic 100XP/HD ruling for all monsters, w/bonuses determ on the fly
- using Labyrinth Lord XP/Lvl Tables in what is largely a 1st ed AD&D game, for faster leveling (did not incl GP treasure unless this money was actually "spent on training/research", at a rate of 1XP/GP spent)
- also briefly dumped the entire XP haul into the Player's laps to divide as they like... the just went ahead and divided it equally, anyway!

And Now, for Something Completely Different:

In my new system, the PC level will have both a "ones" place (actual XP Lvl), and a "tenths" place (tenths being XP points toward the next lvl); so a newly advanced fifth lvl Fighter would be "F 5.0", while another who is halfway to between sixth and seventh lvl would be "F 6.5".

Awarding "Tenths" will occur whenever the Party or PC succeeds in completing any major Party objective or goal, when a Treasure trove is secured, or for any other accomplishment the DM feels is worthy, possibly incl:

- clearing/mapping an entire dungeon level
- acquiring a long-sought item
- completing a quest
- slaying/imprisoning a Boss Monster or NPC
- finishing a story arc
- impressive role-play, idea, tactic, sacrifice, service to deity, etc.
- completing a significant side-adventure
- defeating significant Random Encounter
- solo feat by PC; saving rest of party, overcoming major obstacle, etc.

Still in Effect:
- MVP Houserule still applies; determined at the end of a "complete adventure", the winner being awarded 1 or maybe 2 Tenths.
- Cash will still have to be spent on training, research, etc to advance, but will not directly affect XP (roughly 1,000 GP/lvl)
- Rather than an XP-cap on non-humans, humans simply advance faster; ea time a human levels-up, he gains an additional Tenth toward the next lvl.

No calculator necessary.

2 comments:

Lum said...

I've experimented with similar things by knocking one or two zeros off of the XP chart.

iamthebrick said...

That's a great idea, too. I just find the tallying and tracking tedious. Was thinking, perhaps Spellcasters req. (.12) or (.11) to advance to next lvl, so that they do not advance as quickly as Fighters. Going to give it a try!