EXPERIENCE POINTS:

Characters will accumulate experience points throughout the game, but totals will only be revealed at the culmination of an adventure/scenario. Experience points are kept track of in two manners. First off, the DM will keep track of individual experience points for each character when such experience points are based on opponents defeated, and adventures completed. Additional experience points are to be kept track of by players. Players will be given a 3 x 5 index card on which they should record events that their characters perform/participate in, which they believe would warrant additional experience points. These cards are to be collected at the end of each gaming session and evaluated by the DM. After the DM makes his ruling and records any additional experience points the cards are retained by the DM until the next meeting.

Here then are some guidelines which the DM may use when awarding experience points:

Dungeon levels: 100pts per level of the dungeon.
Foolhardiness: As the DM judges. It must be something truly unusual or dangerous.
Combat: Points are divided equally amongst those who participated. You need not attack an opponent to be awarded experience points for a particular encounter. If you are attacked, or cast spells, which aid others involved in combat, then you deserve credit. The DM may also award one experience point per point of damage taken by party members during a battle.
Singular Combat: Single classed warrior caste characters (who have no spell casting abillities), receive double the normal number of experience points when they defeat an opponent in singular melee or close combat. No other characters (or friendly NPC’s) may threaten the opponent in any way (ranged attacks included) in order for the warrior to receive this bonus.
Damage: Characters are awarded one experience point per point of damage taken during a battle. A battle is a situation where the characters life/limb is actually at risk. Damage taken intentionally does not result in experience points. Two allied characters wrestling with each other do not generate experience points.
Escaping: Monsters/opponents who are clearly about to be defeated after the first two rounds yet escape anyway. Characters gain experience points equal to the amount of HD removed from the opponents in HP’s (divide amongst all involved in battle)
Capturing: Capturing an opponent is equal to defeating an opponent.
Saving throws: Award experience points equal to the nr. rolled (Unadjusted). (Award opposite if on reverse chart)
Casting spells: Experience points are awarded for each spell cast during the course of the game (provided the player is using the spells to advance the story line. Provided the spells are cast during an adventure. The DM will determine whether an adventure is underway/whether experience points will be awarded. If the spell afforded no save then a lesser experience point value is awarded (1/3 the standard amount (rounded down).
Here are specific point values by level of spell cast (standard reward/one third award):
0=1/0, 1=4/1, 2=9/3, 3=16/5, 4=25/8, 5=36/12, 6=49/16, 7=64/21, 8=81/27, 9=100/33
The values awarded are the same regardless of the character class.
Magic items: If a character determines the items use/function, without resorting to magical methods (i.e. identify, detect magic, or other divination spells), award 1/2 the listed exp. value listed in the Magic Encyclopedia,
Ability/skill Checks: Award pts. equal to the nr. rolled (unadjusted), provided failure would result in damage/detriment to a character. There must be risk involved to get experience.
Monster Identification: Award experience points as follows; for the identification of monsters.
Frequency: Very rare = 8, Rare = 6, Uncommon = 4, Common = 2.

GOING UP A LEVEL:

Aside from the monetary costs detailed here, characters must also accumulate a certain number of experience points. The amount of experience points required to go up a level (in this campaign) is twice that listed in the PHB.

Advancement in this campaign is an expensive endeavor, costing the character a considerable amount of money. Once a character has accumulated enough experience points to advance a level, she/he must seek out a teacher/instructor or school which is willing to school him/her in the skills necessary to advance a level. Under most circumstances, the cost of advancement is borne by the character, and the sum can be considerable at higher levels. The cost of training and amount of time required to train, is dependent on three factors:

  1. The type of character
  2. The players performance in the campaign (i.e. roleplaying of the player)
  3. The level the character is advancing to

The formula below can be used to calculate these costs and times:

1st - The players game play/roleplaying performance is rated on the following scale. With a numerical multiplier list along with the rating:
E
Excellent, few deviations from norm. Definitive role playing, enhances the game in many ways
1
S
Superior, deviations minimal but noted. A role for others to emulate. Often contributes positively
2
F
Fair performance, more norm than deviations. The typical player. Unremarkable performance
3
P
Poor showing with aberrant behavior. Causes distractions and dissent. Uses player knowledge
4
H
Horrible, no worthwhile roleplaying attributes. Contributes negatively by dragging down others
5
2nd - Multiply the level that the character is attempting to achieve by the performance multiplier. This is the number of 10 day weeks that the character must spend in training. Training is typically carried out on weekdays only, with rest days left for the characters leisure, study, or practice.
3rd - The cost of training is determined by multiplying the LEVEL by CLASS COST by NR of WEEKS. (round down when fractions are involved). The CLASS COST is obtained from the chart below. A character with a prestige class is considered to be a character of the basic class type for advancement costs. A multi-class character calculates cost and number of weeks as if they were the class type that they are attempting to advance in.
A: Cleric/Monk = 400gp B: Fighter/Barbarian = 200gp C: Magic User/Sorcerer = 600gp
D: Rogue/Bard = 400gp   F: Ranger/Paladin = 400gp

The cost and time required to train can be reduced in the following manner. If a character goes through two adventures in order to accumulate enough experience points to go up a level, then the cost and time associated with training are halved. It is up to the DM to determine the number of adventures that a character has gone through for these purposes. A character who goes on a one day outing has not completed an adventure. A character who succeeds in, and returns from a one year epic adventure may be considered to have completed three adventures. If a character goes through three adventures the cost is reduced again by half. Under no circumstances may successive adventures reduce the cost or time associated with training below the base cost. As if the character gained a performance rating of 1.

Here then is an example of calculating the cost in time/money for advancement of a character.

Thanghar the brave (A fighter) has completed a year long quest to recover the chalice of peace and hope for the church of Ilmater. Afterwards he finds that he has enough experience points to go up a level. He contracts with the local fighters guild to train him for advancement to the next level. 1st we must rate the player performance. Although Vincent has played Thanghar in a superior manner the DM decides to rate his performance as fair since he was absent for several meetings. Choosing to go drinking with his buddies rather than play his character. Hey every one else showed up. But playing the game just wasn’t that much of a priority to him. Whereas Warren showed up to every meeting even though he doesn’t have a clue as to what role playing is. O.k. We’ve given Thanghar a 3 performance multiplier. He is advancing to 5th level. 3 x 5 = 15 weeks. Training will take 15 weeks. And it will cost 5 (level) x 200 (class cost) x 3 (performance factor) = 3,000gp. Luckily the cost and time are divided by 2 due to the fact that the DM has ruled that Thanghar has gone through two adventures. The quest to recover the Chalice of Hope & Peace did take a long time. So, 3,000 / 2 = 1,500gp and 7.5 Weeks. Thanghar packs his things and prepares for the torture he’ll have to endure at the hands of those merciless mercenaries at the fighters guild.

EXCESS EXPERIENCE POINTS:

If at any point a characters total experience points exceeds one and a half times the amount required to attain the next level, he/she may apply the excess points towards the cost of training. Reducing the cost of training by a number of GP's equal to the number of experience points over. The minimum cost to go up a level will always be equal to a characters base cost. i.e. as if the character had received a performance multiplier of one.

TRAINING YOURSELF:

Once a character has reached eigth level, they may train themselves. The cost to do so will be half the normal cost. The amount of time required will remain the same. Once again, the minimum cost will be equal to a characters base cost.




Author: Robert L. Vaessen e-mail: robert robsworld org
Last updated:

This page has been accessed times since 09 Nov 2000.