Awarding XP in 5e

Post/Author/DateTimePost
#1

JPS42

Dec 05, 2014 20:14:35

 

Since there aren't many rules for awarding experience in 5e, I thought I'd share my own.

 

What I've done, essentially, is award experience based on the primary abilities of a player's class. My system is sort of similar to the 2e system for individual experience.

 

General
#2

Sands666

Dec 05, 2014 21:10:30

Those are some cool ideas. I've been giving the group xp after each fight, but I need to start giving it out at the end of the session for other reasons too or they'll never get to 20th level! One thing I used to do, is I would go around the table at the end of the game and ask each player if they thought they did anything that deserved extra experience. That way if I forgot something critical they did they could bring it up! I like xp for completing quests too though, that one seems important. And also for good role play!

#3

Akeisha

Dec 06, 2014 12:57:43

That is definitely a nice XP list and will be very helpful to me (plus the XP ideas it helps generate)!

#4

Kalani

Dec 06, 2014 21:15:46

Those XP amounts work well for the first tier (L1-4), but become trivial in later tiers. I would probably double those values in the 2nd tier (5-10), quadruple them in the 3rd tier (11-16) and quintuple them in the 4th tier (17-20). 

#5

onceMoreIntoBreech

Dec 08, 2014 15:16:33

I prefer to reframe an adventure in terms of obstacles, rather than encounters and whatnot. It makes it easy to assign XP values based on the xp/level table in the Building Combat Encounters section of the DMG (or DMGBasic). I just assign the obstacle a difficulty beforehand, whether it's a group of foes, a series of traps/pitfalls, sneaking into a castle, or something else, and add each obstacle into the total xp for the adventure. It takes some forethought and doesn't have the granularity of spelling out the xp value of every little thing, but it's flexible and requires much less bookkeeping. If the players manage to bypass something by being clever, they still get full xp for the obstacle. I'm pretty sure that withholding xp for being clever players is a good way to stop players from getting creative and that gets boring.

#6

Huntsman57

Dec 09, 2014 8:47:26

I tend to give XP of that nature not as a hard amount, but rather as an amount relative to the distance between the minimum XP the character needs to be his current level, and the XP needed to be the next level.

 

While I would omit many of the XP options you listed from my game, using your list as an example, I would probably give a 1st level PC 10-25 XP for actions that you've assigned 50 or 100 XP for. Since we need 300 XP to level up in this case, that's 1/30th to 1/12th what they need. Therefore, at 19th level, where you need 50K experience to level to 20th, I would assign from 1500 to 4k XP for those activities. Quest completion could be 20-50% the XP between levels on the other hand depending on what was acheived.

 

Of course, some DMs will want to slow progression down as PCs get to higher levels, and I fall into that category to some extent, so I might use the percentages I stated at the first "tier of play" but as the characters increase in level, while the XP awards would also continue to get increasingly larger, their relative value to the next level would be less.