I was thinking about games like Fire Emblem where characters gain XP from their actions. This just popped into my head and I thought it might be a good way to reward characters by their actions rather than after each encounter. I don't have a group to test this with so I would appreciate any feedback or input about this system.
Every level takes 100XP and resets to 0XP after level up.
1XP will be awarded each time a creature is hit in combat by a weapon or magic attack.
1XP will be awarded for each creature affected by magic or a special ability*.
1XP will be awarded for successful skill checks < DC15, 2XP for > = DC15 & < DC25, 3XP for > = DC25.
* including beneficial effects, and abilities that only have a range of self.
This allows higher level magic users an advantage in gaining XP and leveling as they have AOE spells that can gain more XP faster, but it might be somewhat counteracted by strictly enforcing the monetary and time requirements to copy spells instead of allowing them to instantly gain them on level up. That only limits wizards though. Also, non-combat actions like a bard performing in front of a large crowd should be treated as a single skill check not as affecting each creature. Time and place should be considered when awarding XP for actions as to treat it as a skill check or count each creature affected. It might be good to limit non-skill check XP gain from creatures two or three CR levels below the player characters to prevent them from grinding animals into extinction.
Still new to D&D so not sure how helpful this will be;
- Had a similar idea to the 100xp, but i think you will have an issue when someone misses a session, or if one member starts gaining more levels than the party. If everyone gains exp around the same time, and if someone is behind, that gap may just never cease. Counter idea: increase the XP requirement by 50 or a 100 per level. (150/200 for Lv 2, 200/300 for Lv 3 etc) That way low levels can have a chance to catch up, as the higher levels have to work to gain the XP Side note: adjusting monster XP to the new system, cause it would be a shame if a high tier monster was taken out by a few lucky rolls, and everyone only gets like 5 XP from it
- Seems a bit in favor of spellcaster classes, might result in the players opting to pick them more often. Tho this really needs some play testing. Cause i imgen a Melee like Barb or Fighter, going in and whacking away, gaining 1Xp per hit, till the target is at 0 Where as a Mage (Wiz/Sorc/etc) does big AOEs that hit multiple targets, netting them a decent size hit xp, but may result in killing the foes faster, resulting in lower Xp gain overall. So not really sure how to view this one. Apologies :c
- Skill checks (and outside combat Xp) is always fun, cause it incentivizes not to grind ala video game style / not becoming a murder hobo
Personally my idea would be to let the dice decide how much Xp is gained 1 to 5, d4 for minor things, d6 for small, d8, for medium, d10 for large scale
I was thinking about games like Fire Emblem where characters gain XP from their actions. This just popped into my head and I thought it might be a good way to reward characters by their actions rather than after each encounter. I don't have a group to test this with so I would appreciate any feedback or input about this system.
* including beneficial effects, and abilities that only have a range of self.
This allows higher level magic users an advantage in gaining XP and leveling as they have AOE spells that can gain more XP faster, but it might be somewhat counteracted by strictly enforcing the monetary and time requirements to copy spells instead of allowing them to instantly gain them on level up. That only limits wizards though. Also, non-combat actions like a bard performing in front of a large crowd should be treated as a single skill check not as affecting each creature. Time and place should be considered when awarding XP for actions as to treat it as a skill check or count each creature affected. It might be good to limit non-skill check XP gain from creatures two or three CR levels below the player characters to prevent them from grinding animals into extinction.
Still new to D&D so not sure how helpful this will be;
- Had a similar idea to the 100xp, but i think you will have an issue when someone misses a session, or if one member starts gaining more levels than the party.
If everyone gains exp around the same time, and if someone is behind, that gap may just never cease.
Counter idea: increase the XP requirement by 50 or a 100 per level. (150/200 for Lv 2, 200/300 for Lv 3 etc)
That way low levels can have a chance to catch up, as the higher levels have to work to gain the XP
Side note: adjusting monster XP to the new system, cause it would be a shame if a high tier monster was taken out by a few lucky rolls, and everyone only gets like 5 XP from it
- Seems a bit in favor of spellcaster classes, might result in the players opting to pick them more often. Tho this really needs some play testing.
Cause i imgen a Melee like Barb or Fighter, going in and whacking away, gaining 1Xp per hit, till the target is at 0
Where as a Mage (Wiz/Sorc/etc) does big AOEs that hit multiple targets, netting them a decent size hit xp, but may result in killing the foes faster, resulting in lower Xp gain overall.
So not really sure how to view this one. Apologies :c
- Skill checks (and outside combat Xp) is always fun, cause it incentivizes not to grind ala video game style / not becoming a murder hobo
Personally my idea would be to let the dice decide how much Xp is gained
1 to 5, d4 for minor things, d6 for small, d8, for medium, d10 for large scale