Calculating Experience
Generally speaking, a PC should gain experience each time it accomplishes a goal or overcomes a challenge within the story, whether that challenge be defeating a group of monsters, finding a missing item, bypassing an elaborate trap, or completing the goal of an adventure. Each method of gaining experience is explained in greater detail below.
Combat Experience
One of the most common ways of gaining experience is through combat encounters, where the PCs fight another creature or group of creatures. To determine the amount of Experience (XP) gained from a combat encounter, divide the sum of all opponent's experience (listed in the top right hand corner of each creature entry) by the PCs Party Level (which is equal to the sum each PCs level). This determines the amount of experience that each Player Character receives.
Encounters are designed based on a difficulty scale, which determines the amount of experiences a PC will gain. The scale is provided here for your information, but it described in more detail on the Designing a Combat Encounter page.
- Very Easy: 99xp or less per player
- Easy: 100-199xp per player
- Moderate: 200-299xp per player
- Difficult: 300-399xp per player
- Very Difficult: 400 or more per player
What if NPCs are part of the Fight
It is possible that NPCs may be assisting the Player's with the combat. In this case, each NPC's level should be added to the Party Level, and the NPCs should receive the same amount of experience as the PCs (unless the NPC is a henchman). A good way to avoid NPCs from taking experience from the party, is to have NPCs abstain from combat (maybe they are attending to another problem, like a building that has caught fire, or a hurt bystander, etc). Alternatively, you can have the NPC engaged with another opponent who doesn't contribute to the PCs encounter (i.e. The NPC fights with X monster off in the corner by himself, and neither of them engages with the rest of the party or opponents). This can usually be narrated and does not require attack rolls and damage tracking.
Henchmen
NPC Henchmen don't impact the amount of XP earned by the PCs.
Injury Bonus XP
If the PCs have injuries when combat completes, the total amount of XP is increased based on the severity of the injury. It doesn't matter if the injury was earned in the battle, or was one previously received as long as it is present when battle ends. Injuries that are healing count at the tier they currently impose. Only the worst injury that a PC has is counted, and if multiple PCs have injuries, add up the bonus. For example, at the end of battle Scarlett has two injuries, a moderate and a severe, Onyx has two severe injuries, and Kaemus has a single moderate injury left over from a previous fight. The bonus xp earned by the party is [10% + 10% + 5%] = 25%.
Moderate | 5% |
Severe | 10% |
Critical | 20% |
Lethal | 30% |
Non-Combat Experience
While combat may be the most common way for PCs to gain experience, it is by no means the only method. If fact, you or the players may prefer a "combat light" adventure, that includes more exploration, social engagement, or puzzles. Each of these methods of gaining Experience is explained in more detail below.
Social Encounters
Not every conflict between the party and a group of creatures must be resolved through combat, sometimes it is appropriate to include a Social Encounter. For example, the PCs may need to break up an angry mob to prevent them from attacking a farmer or they may need to convince the town guard to let them into the prison to speak with a suspect. These encounters are considered Story Driven, as they are created and intended to drive the story forward in some way. Story Driven encounters should always grant experience, base on the difficulty of the Social Encounter (see Designing a Social Challenge for more information).
- Easy Social Encounter: 100xp
- Moderate Social Encounter: 200xp
- Difficult Social Encounter: 300xp
Social Encounters initiated by the PCs for personal goals (such as bargaining with a merchant or gaining favor with the local bartender) do not need to grant experience. It is possible (though difficult) for PCs to turn a Combat Encounter into a Social Encounter (such as by using the Parley ability), in which case PCs should be awarded the same experience as if they defeated their opponents in combat.
Story Awards
Story Awards represent experience that is given when the PCs achieve minor or major milestones in the story. Minor Milestones can constitute side quests, such as retrieving a farmer's stolen goods, locating a rare herb for the town apothecary, or investigating the local bandit problem.
Minor Milestones can also constitute progress towards the PCs main story goal, usually by completing some task or overcoming some challenge, such as determining the identity of the thief who stole the crown jewels or investigating the decrepit temple where a missing priest was last seen.
Major Milestones, on the other hand, represent large story goals (and may include the completion of your adventure), such as rescuing the princess from the dragon or recovering the ancient artifact from the evil sorcerer's control.
- Minor Story Awards: 200xp
- Major Story Awards: 500xp
Other Challenges
The PCs may encounter other challenges during the gameplay. These typically contribute to Story Awards (as they are challenges you must overcome in order to meet a goal, which will grant you a Story Award). Some examples of these challenges include Traps, Hazards, Puzzles, or just general exploring. Due to the pacing of your game session, you may want to give out portions of the Story Award early, if the PCs have overcome some but not all of the challenges (especially if the PCs are not gaining experience from any other source during that game session).