Difference between revisions of "Experience"
Line 35: | Line 35: | ||
After this step: all Adventurer's levels and experience are set. | After this step: all Adventurer's levels and experience are set. | ||
=Experience | =Experience to level by Size= | ||
When a Campaign is set to '''<code>Scale by Experience</code>''', instead of modifying the number of Progression Points granted per level up, the amount of experience | When a Campaign is set to '''<code>Scale by Experience</code>''', instead of modifying the number of Progression Points granted per level up, the amount of experience required to level up is raised or lowered instead. Typically, for every [[Size]]-Rating beyond 1, experience to level is increased by 100, until Huge-size, which then it increases by an additional 50 per rating. For Small and Tiny size, specific reductions are used instead. The chart below denotes the typical values used: | ||
Size | EXP | Size | EXP to level | ||
Medium* (Size 1) | | Medium* (Size 1) | 1000 | ||
| | | | ||
Small | | Small | 850 | ||
Tiny (or smaller) | | Tiny (or smaller) | 600 | ||
| | | | ||
Large (Size 2) | | Large (Size 2) | 1200 | ||
Huge (Size 4) | | Huge (Size 4) | 1400 | ||
Gargantuan (Size 8) | | Gargantuan (Size 8) | 1600 | ||
Colossal (Size 16+) | | Colossal (Size 16+) | 2000 | ||
Titanic (32+) | 2800 | |||
All Adventurers are treated as 'Medium' for EXP multiplier when 'Scale by P-Points' is used instead of 'Scale by Experience'. | All Adventurers are treated as 'Medium' for EXP multiplier when 'Scale by P-Points' is used instead of 'Scale by Experience'. | ||
=Experience Reward Examples= | =Experience Reward Examples= | ||
'''Session Attendance''' | |||
* Reward: Very small (50 - 200) | |||
* As long as a session is fun and productive, adding a small fixed experience bonus for each session will be helpful for letting characters continue progressing even if they are unable to gain other experience rewards. | |||
'''Quest Complete''' | '''Quest Complete''' | ||
* Reward: Very Large | * Reward: Very Large | ||
* Adventurers are granted a large chunk of experience upon completion of an important quest or story event. Considering the amount of time and effort one would have to do to complete such an objective, | * Adventurers are granted a large chunk of experience upon completion of an important quest or story event. Considering the amount of time and effort one would have to do to complete such an objective, the best time to grant enough experience to give levels would be after a great effort. | ||
'''Combat Concluded''' | '''Combat Concluded''' | ||
* Reward: Variable | * Reward: Variable, per unit, by encounter | ||
* When Adventurers have engaged in combat, they are granted experience relative to the difficulty and outcome of that battle. Adventurers will often earn the most experience by surviving or defeating all opponents in a combat scenario. | * When Adventurers have engaged in combat, they are granted experience relative to the difficulty and outcome of that battle. Adventurers will often earn the most experience by surviving or defeating all opponents in a combat scenario. | ||
Revision as of 16:26, 10 February 2023
Experience (EXP, XP) is part of the character progression system and a reward for Adventurers for completing objectives and achieving special conditions. Adventurers have certain properties that govern Experience and progression: XP
, XP to level
, Level
and XP multiplier
.
When an Adventurer gains enough XP
to meet or exceed their XP to level
, the Adventurer's Level
increments by 1 and the Adventurer gains a certain amount of Progression Points they can use to improve other areas of their build. Experience beyond the amount needed to level is carried over to the progress of the next level.
The default XP multiplier
for Adventurers is 1, however this value will increase or decrease the amount of XP
gained depending on the Adventurer's state, and through certain actions and events as needed. ex. A 0.5 multiplier will halve the amount of XP gained while 2 will double it.
Glossary
Level The Adventurer's character level, starts at1
, important value for determining the Adventurer's power. XP to level Defaulted to 1000, the Adventurer levels up when their XP meets or exceeds this number. XP This number increases when the Adventurer is rewarded for their efforts in a campaign. XP is subtracted byXP to level
when the Adventurer levels up. XP modifier Defaulted to 1, this changes the rate of which an Adventurer gains experience.
Starting level
If a Campaign starts at Level 1 All Adventurers should gain 10 Progression-Points, unless you intend to use theScale by P-Points
rule instead ofScale by Experience
, in which case Adventurers will gain different amounts of P-Points based on their Race.
When a campaign begins and the starting level is NOT 1
Take the intended Level
you wish to start all Adventurers (ex. 5), multiply by 1000 (5000), then subtract by 1000 (4000). This remains true regardless of which progress scaling rule is used.
If an Adventurer has an XP modifier due to their Race (Scale by Experience) Apply this to the Adventurer in question at the start of the campaign. If an Adventurer's modifier is 0.8x, then they would gain 3200 XP instead of 4000. Run the Level-Up procedure until XP is less than 1000. For the example, 4000 XP would raise Adventurers up to Level 5, for the one with the modifier, they would be Lv4 with 200 XP left to Level-up.
After this step: all Adventurer's levels and experience are set.
Experience to level by Size
When a Campaign is set to Scale by Experience
, instead of modifying the number of Progression Points granted per level up, the amount of experience required to level up is raised or lowered instead. Typically, for every Size-Rating beyond 1, experience to level is increased by 100, until Huge-size, which then it increases by an additional 50 per rating. For Small and Tiny size, specific reductions are used instead. The chart below denotes the typical values used:
Size | EXP to level Medium* (Size 1) | 1000 | Small | 850 Tiny (or smaller) | 600 | Large (Size 2) | 1200 Huge (Size 4) | 1400 Gargantuan (Size 8) | 1600 Colossal (Size 16+) | 2000 Titanic (32+) | 2800
All Adventurers are treated as 'Medium' for EXP multiplier when 'Scale by P-Points' is used instead of 'Scale by Experience'.
Experience Reward Examples
Session Attendance
- Reward: Very small (50 - 200)
- As long as a session is fun and productive, adding a small fixed experience bonus for each session will be helpful for letting characters continue progressing even if they are unable to gain other experience rewards.
Quest Complete
- Reward: Very Large
- Adventurers are granted a large chunk of experience upon completion of an important quest or story event. Considering the amount of time and effort one would have to do to complete such an objective, the best time to grant enough experience to give levels would be after a great effort.
Combat Concluded
- Reward: Variable, per unit, by encounter
- When Adventurers have engaged in combat, they are granted experience relative to the difficulty and outcome of that battle. Adventurers will often earn the most experience by surviving or defeating all opponents in a combat scenario.
Skill check
- Reward: Small
- Adventurers succeeding in difficult and unlikely skill checks that benefit them, their group and the story can be rewarded with small amounts of experience, up to a certain extent. At the GM's discretion.
Good Roleplay
- Reward: Small
- Adventurers may be rewarded a small amount of experience for making a good, concerted effort to roleplay their character in a campaign. As this is also at the GM's discretion, it is best to roleplay for roleplay-sake, rather than chase rewards.
Rules & Guidelines
GM's Discretion, Rule 0
- Experience rewards, both in the amounts and the timing, are decided by the GM at all times. While there are objective milestones such as the completion of a quest or concluding a battle, just because rewards such as 'Skill checks' and 'Good roleplay' exist does not meant the GM is duty-bound to provide. The GM can simply tell players when their character levels up and to what level they become, forgoing experience entirely.
Level Cap 20
- The current design of the game allows Adventurers to reach a Level of 20, it is the GM's discretion to whether an Adventurer can exceed Level 20 or not.
Scale by Experience vs. Scale by P-Points
- Scaling Experience gains changes the rate in which differently sized Adventurers will level up, whereas scaling by P-Points changes how impactful those level-ups are when they occur. Both, one or no rules may be enforced in a campaign but the rules were designed to help smaller Adventurers stay relevant in the game structure and temper the front-loaded power of larger Adventurers.
There is very little data to determine which policies are more fun or more effective, so do experiment!