Quest Rewards?

Post/Author/DateTimePost
#1

ruste1

Oct 06, 2014 14:27:39

Just wondering how much XP you DMs out there reward for quests/missions?

I figure a party should be rewarded for completion of tasks, even minor ones like clearing a cave of spiders or whatever. But without the DM guide, I'm not sure how much gold/XP to give in this edition! What sort of formula do you fine gents use?

#2

iserith

Oct 06, 2014 14:57:40

I gauge how hard the objective was to achieve (easy, medium, or hard) and award XP based on an encounter of the same difficulty.

#3

Ansbach

Oct 06, 2014 15:12:24

I have never seen the benefit of beancounting XP in D&D.  I like my players to level up after about every 3 sessions, so I usually just do story rewards that are roughly equal to a third of what they need.  Not always, but as a general rule - might be something like 25%/25%/50%.  In 5th edition I like them to hit level 2 after one session and hit level 3 after two more sessions.  I usually play weekly with the ocassional missed session so that is about a level a month, a little more.

#4

Vokarius

Oct 06, 2014 16:52:07
My one group levels us ever seven sessions. I created my own xp chart that goes from 0 level up to 20 level. 1st level is 10 xp. Xp is based around encounters and deeds mostly.
#5

AaronOfBarbaria

Oct 06, 2014 17:15:07

I have used many different procedures for rewarding the non-monster-smashing XP, so here are a few:

 

  1. As Iserith said, equate the difficulty of the task being given an XP value as if it were an encounter, and reward XP as if the PCs had defeated an encounter of that difficulty for their level (specifically the level they are upon completion).
  2. Add up all of the experience that challenges faced along the way to completion of the goal (such as if the goal is to rescue the princess, but to do that the party has to fight 5 goblins that get in the way, beat up a troll until he tell them where the princess is, and then battle a trio of hags to actually rescue the princess, you would add up the XP values of all those monsters) - the completion of the goal is worth that much XP (note: yes, I did just say "double all the XP the characters already gained just getting to being officially done with an objective")
  3. I used to give out what I called tenths and twentieths as rewards - a simple goal was worth 1/20 the XP needed to progress from minimum XP needed to be the level the character is and the minimum needed for the next level, and a more difficult or complex goal was worth 1/10 (and I also gave a 10th or a 20th at the end of every session, depending on whether the session was short or long, and an extra 10th if it seemed to me like everyone had a really great time that night... or for any other reason I could find, because this was during AD&D and the needing of 350,000 XP to gain another level, every level, from now own scale of advancement).
#6

Noon

Oct 06, 2014 18:03:25

Ansbach wrote:
#7

Ansbach

Oct 08, 2014 10:03:27

 

Noon wrote:
#8

bengrayawhile

Oct 08, 2014 5:28:02

I reward XP based on not only how difficult the quest was, but how creatively it was completed. For instance, my players recently were clearing a castle of bandits when they realised then next encounter could be easily avoided by tricking the bandits into leaving. I gave the party the xp for defeating the bandits plus a little extra on top.

#9

Theros

Oct 08, 2014 7:39:52

 

I believe using clever tactics is a good way to award inspiration dice not XP.

I agree with Ansbach about not beancounting XP. Set a level you want the party to be at for your story and give them that amount or not use XP at all like I do.

 

I’ve recently began organizing my adventures similar to the Challenge system in Hoard of the Dragon Queen. It’s a little like a MMO where the party has a quest log and I was skeptical at first, but I’ve had a lot of success with it. The players who normally just went with the flow started waking up at the table. It seems some people take more of an interest when they have a to do list in front of them.

 

I make the rewards for competing quests and missions something valuable in game.

In my opinion, healing potions, mundane items, horses, property, or wine woman and song are all better rewards than XP. It makes the characters think they earned something not the players.

#10

abs1nth

Oct 10, 2014 15:36:22

Theros wrote:
#11

Noon

Oct 10, 2014 21:56:34

Ansbach wrote:
#12

iserith

Oct 10, 2014 22:18:58

abs1nth wrote:
#13

Ansbach

Oct 10, 2014 23:11:05

Noon wrote:
#14

ankiyavon

Oct 10, 2014 23:43:09

Ansbach wrote:
#15

Ansbach

Oct 11, 2014 8:56:03

ankiyavon wrote: