Skip to main content

On XP

Referencing this:

Individual, group, and no XP?
I look at each obstacle that must be overcome and award XP based on whether this obstacle is overcome by the group or the individual.  For example, a monster or a trap in most cases something that the group will work together on, so everyone gets equal XP for contributing.

However, there are obstacles that are individual.  Everyone has to walk the tight rope to the other side of the bridge, or fall in and swim.  XP for this task is given individually just like they must individually complete the task.  If they figure out a group method (we take a boat across) the task becomes a group task with group XP again.

Absent player XP?

Absent players don't get XP.

Awards for roleplaying, miniatures, backgrounds, pizza, etc?
I use karma points as a reward for these things.  Karma points give you a save from death, allow you to autostabilize to zero hit points, allow you to take extra actions, allow you to reroll any roll, and other things you wound't normally be able to do.

Other awards come as flexibility from the GM.

Recently I had a player realize that playing a male paladin was not for her.  To keep her as a happy, contributing member of our group, I threw in a story line that got her paladinic powers taken away (letting her become a fighter) and soon she will find a belt of gender change so she can have her female fighter character.  The drawback is that I am only letting her move a couple points of charisma around in her attributes (since logically a charismatic male doesn't really translate to a charismatic female).  The storyline also will make things more interesting for the rest of the group and be a source of endless 'you used to be a man' jokes.

Another player is a ranger that gets an animal companion.  Rather than forcing him to buy a companion, I just make sure that one appears under relevant circumstances in the story.

When do you level up?
Leveling up needs to occur in a safe civilization.  To accommodate the rarity of making it back to a safe civilization, I will let players close to leveling up go ahead and level up with their group so that they don't get behind a level for an entire adventure that may last weeks.  This somewhat normalizes out XP differences due to individual XP and an occasional absence.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta

An Analysis of Tasha's Caldron of Everything: Spells

 I am going to be evaluating "Tasha's Cauldron of Everything" for incorporation into my own games. I figured I would go ahead and record this analysis on my blog here so other folks can follow along and glean some useful information from the time I spent. I tried to find an in-depth analysis elsewhere, but at this time none so detailed as this seems to be available. You will not find any of the text in its entirety in this blog. I will be referencing the first printing of the book, so please refer to that as you read along. There are no released errata for the book at the time of writing, although there are errata from other books that affect some of this content. There are 21 spells in Tasha's Cauldron of Everything. This includes Booming Blade, Green-Flame Blade, Lightning Lure, and Sword Burst cantrips that were originally published in Sword Coast Adventurer's Guide. There are 9 spells that allow you to summon creatures of various types. Three spells are notabl

GM Tip: Changing the Effective Font Size in Roll20

I've seen this complaint a few times in roll 20:  can't adjust the font in the chat window.  Unfortunately, they haven't added controls for this yet, at least not at the level of account I have.  For me the font is just too big, but I know for a lot of people it is too small. I am using chrome to do this, but I am sure it will work in other browsers. The method basically allows to increase/decrease the size of the font/controls by about a factor of 2 easily. To increase the effective font size, zoom in with the browser (ctrl-plus), and reduce the zoom on the map, until it is back to the size you want. To decrease the effective font size, zoom out with the browser (ctrl-minus), and increase the zoom on the map until its back to the size you want. The main limit of this is the limited range of the map zoom, which really limited me to fonts doubling to halving in size. Default size with chat font Decrease browser zoom and increase map zoom to reduce font e