![]() Choose the level you think best represents the party’s ability as a whole. If you choose not to keep the whole group at the same character level, you’ll need to select a party level to determine your XP budget for encounters. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players. This makes it much easier to know what challenges are suitable for your players. It’s recommended that you keep all the player characters at the same XP total. Group Parity and Party Level Source Core Rulebook pg. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast. You usually won’t need to make many adjustments for a differently sized group outside of encounters. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don’t change-always award the amount of XP listed for a group of four characters. The rules for advancement assume a group of four PCs. As a general guideline, in a given game session, you’ll typically give several minor awards, one or two moderate awards, and only one major award, if any. Moderate and major accomplishments usually come after heroic effort, so that’s an ideal time to also give a Hero Point to one or more of the characters involved.Īs mentioned earlier, it’s up to you how much XP to give out for accomplishments. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters’ efforts across many sessions. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to Table 10–8: XP Awards on page 508 to award an appropriate amount of XP. Their significance determines the size of the XP award. 507 3.0Ĭharacters’ actions that move the story forward-like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart-are considered accomplishments and should be rewarded with XP. ![]() Trivial encounters don’t normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure.Īccomplishments Source Core Rulebook pg. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes see Party Size on page 508 for details). 507 3.0Įncounters with adversaries and hazards grant a set amount of XP. Adversary LevelĪdversaries and Hazards Source Core Rulebook pg. But if the rogue collected a splendid and famous gemstone, which you’ve decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party’s rogue was off in a vault stealing treasure during the battle. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.Īny XP awarded goes to all members of the group. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. 507 3.0Įxperience Points are awarded for encounters, exploration, and progress in an adventure. Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal. Story-Based Leveling If you don’t want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up. When the PCs reach the dungeon, you might switch to standard or fast advancement. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. You can alter XP from one adventure to the next to get a different feel. Fast advancement works best when you know you won’t be playing a very long campaign and want to accomplish as much as possible quickly slow advancement works best for a gritty campaign where all progress is hard won. The game rules assume a group playing with standard advancement. Advancement SpeedsBy varying the amount of XP it takes to gain a level, you can change how quickly characters gain power.
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