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Category: Misc
Progression Threshold: 200XP

Amber Sunblade: 3454 / 6000 XP - lvl 3
Darius Locke: 2851 / 3000 XP - lvl 2
Kazuo Ishi'i: 3066 / 6000 XP - lvl 3
Bron Stoneraven: 3552 / 6000 XP - lvl 3
Lilli Morgenson: 5414 / 6000 XP - lvl 3
Bellamin Dryadson: 2504 / 3000 XP - lvl 2
Pendac Erynion: 3129 / 6000 XP - lvl 3
Eler Baarherzt: 4584 / 6000 XP - lvl 3
Kettle: 3910 / 6000 XP - lvl 3
Betbet Oon Relli: 2267 / 3000 XP - lvl 2
Elendiles Duskwander: 1951 / 3000 XP - lvl 2
Cyrano Liadon: 2434 / 3000 XP - lvl 2
Turasjir Gorban: 2314 / 3000 XP - lvl 2
Dagur Daetyelka: 2683 / 3000 XP - lvl 2
Prias Aleson: 4278 / 6000 XP - lvl 3
Hanlak: 2587 / 3000 XP - lvl 2
Trevan Stonefist: 2358 / 3000 XP - lvl 2
Corban Black: 2371 / 3000 XP - lvl 2
Ivanov Potwatcher: 1598 / 3000 XP - lvl 2
Adria Silverwyn: 3380 / 6000 XP - lvl 3
Dorian: 1456 / 3000 XP - lvl 2
Altroa Swiftblade: 1693 / 3000 XP - lvl 2
Kron'imar Iraeffyn: 1336 / 3000 XP - lvl 2
e'pet: 1804 / 3000 XP - lvl 2
Algo Calithan: 1646 / 3000 XP - lvl 2
Cade: 1769 / 3000 XP - lvl 2
Taloon Wamsley: 1221 / 3000 XP - lvl 2
Taria Wamsley: 1229 / 3000 XP - lvl 2
Cassia Earthenchild: 1496 / 3000 XP - lvl 2
Analith Saithear: 2350 / 3000 XP - lvl 2
Blur: 791 / 1000 XP - lvl 1
Aedenail Kyrene: 1238 / 3000 XP - lvl 1
Jacques De Lafayette: 914 / 1000 XP - lvl 1
Bragis: 1366 / 3000 XP - lvl 2
Armolas Redleaf: 900 / 1000 XP - lvl 1
Doramus Chalifus Vrolathius: 1563 / 3000 XP - lvl 2
Yuly Dalamar Criscorsky XXXIV: 1221 / 3000 XP - lvl 2
Sammy Sourciano: 1501 / 3000 XP - lvl 2
Grumaul Bowrag: 1185 / 3000 XP - lvl 1
Letshin: 530 / 1000 XP - lvl 1
Tarn: 1554 / 3000 XP - lvl 2
Korvall: 587 / 1000 XP - lvl 1
Kidder: 1260 / 1000 XP - lvl 1
Red: 830 / 1000 - lvl 1
Penesuke Lightguard: 850 / 1000 - lvl 1
Dal-duth: 1015 / 1000 - lvl 1
Zezevog the Wise: 1201 / 3000 - lvl 2
Tamazi: 974 / 1000 - lvl 1
Grubyx: 829 / 1000 - lvl 1
Lunuran: 470 / 1000 - lvl 1
Ironwood: 790 / 1000 - lvl 1
Unknown: 570 / 1000 - lvl 1
Ishmael: 924 / 1000 - lvl 1
Rufus: 1269 / 3000 - lvl 2
Akalita Sunrider: 710 / 1000 - lvl 1
Ronfar Dramaign: 413 / 1000 - lvl 1
Mala Shrenan: 343 / 1000 - lvl 1
Ardun Gerhardt: 3436 / 6000 XP - lvl 3
Rurik Soulforge: 1760 / 3000 XP - lvl 2
Sammel Longwhistle: 965 / 1000 - lvl 1
Pipirel Zandeleigh: 260 / 1000 - lvl 1
Wendigo: 925 / 1000 - lvl 1
Aelior Silverwing: 383 / 1000 - lvl 1
Bleep Buzzardbottle: 652 / 1000 - lvl 1
Pipirel Zandeliegh: 592 / 1000 - lvl 1
Zella Blackrock: 640 / 1000 - lvl 1
Thisath T'katislatiran: 370 / 1000 - lvl 1
Tanden Witherleaf: 1462 / 3000 XP - lvl 2
Ragias: 280 / 1000 - lvl 1
Sagias: 370 / 1000 - lvl 1
Umagen: 290 / 1000 - lvl 1
Li Ming Jiao: 410 / 1000 - lvl 1
Baris Furwort: 1069 / 3000 - lvl 2
Shuri: 240 / 1000 - lvl 1
Illmirranor: 290 / 1000 - lvl 1
Kerida: 210 / 1000 - lvl 1
Skystriver: 1144 / 3000 - lvl 2
Odis Krump: 412 / 1000 - lvl 1
Valmorely: 412 / 1000 - lvl 1
Salinda: 617 / 1000 - lvl 1
Barik: 1242 / 3000 XP - lvl 2
Harry: 260 / 1000 - lvl 1
Star: 300 / 1000 - lvl 1
Eisen: 300 / 1000 - lvl 1

Lem Grubbens: 185 / 1000 XP - lvl 1
Soryuu Silvertongue: 635 / 1000 XP - lvl 1 DECEASED
Drogo Boffin: 220 / 1000 XP - lvl 1
Valys: 195 / 1000 XP - lvl 1
Artemis: 1445 / 3000 XP - lvl 2
Daelric Enigmathas: 1777 / 3000 XP - lvl 2
Ussdach: 460 / 1000 XP - lvl 1
Usztach: 250 / 1000 XP - lvl 1
Millin Creta: 1408 / 3000 XP - lvl 2
Igni Motsognoir: 742 / 1000 - lvl 1
Kal Silveroak: 569 / 1000 - lvl 1
Orodreth Lossehelin: 549 / 1000 - lvl 1
Tal-mun-nun: 220 / 1000 - lvl 1
Kalandrin: 362 / 1000 - lvl 1

Adis: 2275 / 3000 XP - lvl 2
Scapmer: 815 / 1000 XP - lvl 1
Uldar: 1851 / 3000 XP - lvl 2
Cathim Longstride: 3615 / 6000 XP - lvl 3
Chitter: 574 / 1000 XP - lvl 1
Keeltar: 424 / 1000 XP - lvl 1
Braveguard: 1749 / 3000 - lvl 2
Greidec: 3585 / 6000 - lvl 3
Tezlik: 3585 / 6000 - lvl 3
Pizzen: 623 / 1000 - lvl 1
Edwin: 1088 / 3000 - lvl 2
Trammor: 1221 / 3000 - lvl 2
Maquille: 843 / 1000 - lvl 1
Dirgosh: 315 / 1000 - lvl 1
Baglik: 404 / 1000 - lvl 1
Kriggen: 1315 / 3000 - lvl 2
Udag: 404 / 1000 - lvl 1
Sigg: 404 / 1000 - lvl 1
Trinket: 936 / 1000 - lvl 1
Kethricks: 1117 / 3000 - lvl 2
Taquin: 2810 / 3000 - lvl 2
Father Kelnon: 4089 / 6000 - lvl 3
Groxxit: 289 / 1000 - lvl 1
Gargel: 439 / 1000 - lvl 1
Hadgen: 371 / 1000 - lvl 1
Gobchunk: 90 / 1000 - lvl 1
Ghrav: 150 / 1000 - lvl 1
Chellah: 283 / 1000 - lvl 1
Garl: 464 / 1000 - lvl 1
Braven: 464 / 1000 - lvl 1
Talus: 648 / 1000 - lvl 1
Gavis Starhammer: 1913 / 3000 - lvl 2
Padoc: 171 / 1000 - lvl 1
Quentis: 681 / 1000 - lvl 1
Lady Dawnwright: 1184 / 3000 - lvl 2
Rilda: 84 / 1000 - lvl 1
Glarefar: 0 / 1000 - lvl 1
Gix Gorban: 3795 / 6000 - lvl 3
Kennar: 300 / 1000 - lvl 1
Roe: 300 / 1000 - lvl 1
Ilian Dane: 989 / 1000 - lvl 1
Skwird: 989 / 1000 - lvl 1
Odis: 185 / 1000 - lvl 1
Ighroe: 185 / 1000 - lvl 1
Talbin Panequin: 110 / 1000 - lvl 1
Kedra: 113 / 1000 - lvl 1
Jeddek: 113 / 1000 - lvl 1
Gurrth: 113 / 1000 - lvl 1
Rugger: 1063 / 3000 - lvl 2
Ticus Knell: 490 / 1000 - lvl 1
Gambit: 3025 / 6000 - lvl 3
Captain Ceimus: 238 / 1000 - lvl 1
Kizzle Darkweave: 763 / 1000 - lvl 1
Drugar Ironmason: 272 / 1000 - lvl 1
Gandy: 272 / 100 - lvl 1
Astull: 10360 / 15000 - lvl 5
Qualla: 1150 / 3000 - lvl 2
Athetirax: 21870 / 28000 - lvl 7
Warmage Aluin Lutheir: 15133 / 21000 - lvl 6
Lemfrost: 17 / 1000 - lvl 1
Zeras: 3017 / 6000 - lvl 3
Elyra: 212 / 1000 - lvl 1
Telka: 157 / 1000 - lvl 1
Gaila: 3157 / 6000 - lvl 3


Father Stromeld: 7089 / 10000 - lvl 4 DECEASED
Yibbon: 764 / 1000 - lvl 1 DECEASED
Candich: 75 / 1000 - lvl 1 DECEASED
Al'Thor: 10519 / 15000 - lvl 5 DECEASED
Grithim: 6398 / 10000 - lvl 4 DECEASED
Post Reply
Body
ShadowBB
avatar
Pioneer
3/6/2006 9:30:24 AM
PostID: 775
Besides from the fact that Lilli's allignment needs to be changed now, this looks like a great system. :P    Like this post
jumpet
avatar
Pioneer
3/6/2006 2:46:27 PM
PostID: 794
Yes, that didn't escape my attention either ;-)    Like this post
yosefthegod
avatar
3/7/2006 11:46:07 AM
PostID: 845
Sounds like a great system. Out of interest - are events such as Kazuo saving his father from drowning going to be awarded XP? (I dont expect any now - but in the future maybe? That way people can still level by making decisions that may not involve combat)    Like this post
BobTHJ

Owner of the Market
3/7/2006 11:51:14 AM
PostID: 848
Yes, I will award paticularly heroic actions with XP. For example, I gave Pendac bonus XP for running into a hail of arrows to buy the others time to mount a defence.    Like this post
jumpet
avatar
Pioneer
3/12/2006 5:37:30 AM
PostID: 1236
Is going up a level instantaneous, or does it require training/rest?    Like this post
BobTHJ

Owner of the Market
3/12/2006 10:30:23 AM
PostID: 1238
When you level, you instantly gain all the benefits of a level increase except:

* You do not regain spells per day until you rest (or psi points if we have any psionics players join). Meldshapers can not shape new melds until they rest.
* Your current HP does not increase (only your total HP) until you rest.
   Like this post
davwalp
avatar
Pioneer
4/17/2006 3:56:32 PM
PostID: 11686
What are your criteria for non-combat XP awards?    Like this post
BobTHJ

Owner of the Market
4/17/2006 4:11:17 PM
PostID: 11690
I'm still trying to work that out, but I plan to give some out here shortly for everything that has occured since the big meeting with the Oracle (ie Chapter 1).    Like this post
BobTHJ

Owner of the Market
5/15/2006 2:32:47 PM
PostID: 39799
RP Bonuses

Here's some bonus XP for the roleplaying encounters that have occured during Chapter 1 thus far. Please note that this bonus is not based on quality of roleplaying. It's simply a bonus for non-combat encounters.

Amber - 100XP
Darius - 100XP
Kazuo - 50XP
Bron - 50XP
Lilli Morgenson - 100XP
Bellamin Dryadson - 150XP
Pendac Erynion - 150XP
Eler Baarherzt - 100XP
Kettle - 100XP
Ardun Gerhardt - 100XP
Betbet Oon Relli - 100XP
Elendiles Duskwander - 100XP
Cyrano Liadon - 50XP
Turasjir Gorban - 50XP
Dagur Daetyelka - 50XP
Prias Aleson - 100XP
Hanlak - 100XP
Rurik Soulforge - 50XP
Trevan Stonefist - 50XP
Artemis - none
Corban Black - 50XP
Ivanov Potwatcher - 50XP
Adria Silverwyn - 50XP
Dorian - none    Like this post
ShadowBB
avatar
Pioneer
5/15/2006 2:37:38 PM
PostID: 39802
Hey, that meens I level, right? or is this EXP already included in our current EXP?    Like this post
BobTHJ

Owner of the Market
5/15/2006 2:41:21 PM
PostID: 39804
Bellamin has leveled, correct!    Like this post
BobTHJ

Owner of the Market
3/10/2008 2:34:21 AM
PostID: 210077
My new formula for calculating XP gained through combat is as follows:

Whenever an enemy is killed, XP is awarded to the character who delivers the killing blow and all their allies who are not presently incapacitated, bound, or otherwise out of the fight.

The amount of XP is calculated according to the following formula:

TA - Total number of functioning allies including yourself
TLE - Total combined HD of functioning enemies
CR - CR of enemy killed * 300XP
TLO - Total combined HD of all functioning opposition to the enemy killed

If TLO > TLE * 2
EXP = (CR * (TLE / (TLO - TLE))) / TA
ELSE
EXP = CR / TA
END IF

So essentially, everyone gets a equal share of the total 300XP * CR, but if the enemy is outnumbered 2 to 1 in HD, the total XP available is diminished.
   Like this post
BobTHJ

Owner of the Market
3/24/2008 2:06:38 PM
PostID: 213554
Progression:

For the past two years I have made all new characters start at 0 XP, level 1. As the game progresses though I would like to avoid having large level gaps between longtime players and new players. Therefore, I will be slowly over time granting progression XP. Here's how it will work:

The Progression Threshold is the minimum amount of XP that any PC in the game will possess. New PCs start with an amount of XP equal to the Progression Threshold.

Whenever the Progression Threshold is increased, each PC automatically gains an amount of Progression XP equal to one-half the increase. Then if their new XP total is less than the new Progression Threshold it is increased to that amount (minus any XP that character has lost as a result of game mechanics).

As of this post I am setting the Progression Threshold to 200XP, which means that each PC just earned 100XP!
   Like this post
BobTHJ

Owner of the Market
4/7/2008 12:27:45 PM
PostID: 217024
OK, I am going to change my XP formula once more as the present formula is unfair to characters who are disabled half-way through a fight and then miss out on the XP when the baddies go down at the end. This still only rewards XP to those who are participating in the battle (though this is a loose definition, so any character who is actively pursuing their goals during the battle is considered to be participating).

I will now award XP in one lump sum at the end of each conflict. Each defeated opponent will grant an amount of XP to their enemies according to the following formula:

TLE - Total combined HD of functioning enemies
TLO - Total combined HD of functioning opponents
CR - CR of enemy defeated * 300XP

IF TLO > TLE * 2 THEN
EXP = (CR * (TLE / (TLO - TLE)))
ELSE
EXP = CR
END IF

At the end of the battle, each surviving character (even if disabled) gains a number of Shares equal to the number of rounds they remained active in that battle. Total accumulated XP is divided among all shares.
   Like this post
NorthernLizard
avatar
Philosopher
4/7/2008 2:09:00 PM
PostID: 217047
Why move away from just splitting the XP evenly between people who participate in the battle?

Splitting the XP by how many rounds you remain ‘active’ in the battle generally favors casters and ranged combatants, and certainly doesn’t encourage the warriors to actually protect any weaker characters. What fighter is going to take a hit for the mage when getting knocked out costs you XP?
   Like this post
BobTHJ

Owner of the Market
4/7/2008 3:10:24 PM
PostID: 217077
Awarding XP to only the active participants in combat is what I have been doing (mostly) all along and it doesn't seem to be unbalancing. While melee types generally take more hits, they can usually survive more hits as well. At least from memory there seems to have been about an even split between ranged and melee types that fall during battle. Then again, in a case like the current battle in A Tortured Soul (LP) I can see your point.

I am open to other suggestions if someone can devise a more balanced system. Evenly dividing XP among all participants after combat has always seemed....boring to me. My preference is that it be based somewhat on merit (and the luck of the dice) in combat, but at the same time not being arbitrary (so as not to show favoritism).

Would a +1 Share bonus to all creatures that are actually threatened (ie have some sort of negative attack or spell directed at them) during combat balance out the above system? This would lessen the benefit to ranged types that remain at the sidelines in relative safety. I'm interested in hearing player's thoughts and opinions on this.
   Like this post
tsuyoshikentsu
avatar
Destroyer of Worlds
4/7/2008 3:18:39 PM
PostID: 217078
Just do it evenly. It might be boring, but it's also the most fair.
   Like this post
NorthernLizard
avatar
Philosopher
4/7/2008 8:49:52 PM
PostID: 217153
It's certainly possible that there has been an even split between ranged and melee types going down so far. The battle in a Tortured Soul actually counters my point to an extent - since the map is so small and open, there's really no way for the ranged people to avoid melee if an enemy decides to bring it to them.

A better example to my mind would be the fight against the feral garguns in (the Road to Kismali?). Our cleric was well back, plinking with her crossbow while the melee characters ate up the attacks and did the real damage. She was in next to no danger because the melee types were doing their job. I hardly think it fair to penalize the fighter who got dropped during the fight, but neither would it be fair to penalize the cleric for wisely staying out of the thick of the fighting (and vice versa when she wiped out all the enemies single-handedly at the guard outpost later in the thread).

The problem with splitting it on 'merit' or luck of the dice is that it can be easily skewed, especially by spellcasters.

Take for example a fight versus a group of undead - the cleric happens to go first (or everyone does the smart thing and waits for the turning) and annihilates all the enemies with a good roll. All the XP goes to the cleric, everybody else gets nothing, since they didn't actually participate in the battle. Same deal with the mage casting sleep on group of orcs or goblins. Effective and smart, but who's going to want to actually use that tactic if they get no XP (except the mage)?

Even when they eventually run out of these things (or you hit a big group of enemies) and the other characters get into the action, the casters are still helping out (ranged attacks, possibly secondary melee for the cleric) so they're still getting an even share despite almost certainly being less effective than the warrior/rogue types once their big magic is used.

It's possible that the situation could reverse itself - the warrior/rogue goes first and annihilates all the enemies with a crit/sneak attack - but the odds are laughable, moving to impossible if there are more than a couple of foes.

The reason an even split works best (boring though it may be) is because it's the only effective way to maintain a workable balance.

** I realize I may be exaggerating my point and wandering about a bit, but the basic premise remains - everyone can stay in a fight to the end, but only a few can end it before it begins.
   Like this post
BobTHJ

Owner of the Market
4/8/2008 4:51:54 PM
PostID: 217464
Very well then...I have been convinced. XP will be divided evenly among all surviving participants of combat. I will still be using my above formula to calculate the amount of XP each defeated opponent awards.
   Like this post
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