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How Are You Determining Experience Rewards In Your Module?


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#1
ColorsFade

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 I am going to guess that the answer to my question is: "By a DM book and creature book". But I have no idea which ones would be most appropriate. 

I would like to have some kind of guide to doling out creature kill exp and quest exp. I know there are books that exist for this, I just don't know which ones to purchase (I have purchased one book that is critical to my campaign and I am so thankful for all of the information in it). 

Right now, I'm more or less guessing and trying to remember what kinds of experience were handed out in situations in Baldur's Gate, etc... But that's not going to cut it long-term (plus I don't want to have to fire up other games all the time, play through to certain scenarios just to see what kind of XP got handed out! LOL)

#2
kamal_

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xp for killing things is determined automatically by comparing your party level versus the CR (Challenge Rating) of the creatures. You can adjust the CR in the creature blueprints. Determining the CR of a creature you made up is not precise, and you're best off comparing to something that has a similar CR.

You can use something like http://www.dandwiki.com/wiki/Main_Page to find monsters and stats, including their CR.

There's a module setting that sets the proportion of xp granted for killing monsters, the default game is 10% (because it's easier and faster to kill them on computer than in PnP). That percentage can be adjusted if you wanted.

#3
darkling lithely

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This thread from 29 days ago may also be of some use though not directly an answer: The-clash-of-story-and-mechanics

http://social.biowar...15710778-1.html

Modifié par darkling lithely, 25 février 2013 - 03:31 .


#4
Lugaid of the Red Stripes

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Many builders assign quest xp as a counterbalance to kill xp, either compensating the player for avoiding combat or making sure that kill xp and quest xp are roughly proportional. I like to just map out what level I want the PC to be at which point in the plot, and then dole out enough xp to get them there. It often just boils down to a simple 1000-2000xp for major quests, 500-1000xp for minor quests, and 100-500xp for side-quests, depending on whether the mod is meant for low, mid, or high level.

#5
Tchos

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I went over this at fair length in my development diary, with some back and forth from others, but for quests, use of skills, and other non-monster-killing actions, I use the Dungeon Master's Guide.

#6
ColorsFade

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Lugaid of the Red Stripes wrote...

Many builders assign quest xp as a counterbalance to kill xp, either compensating the player for avoiding combat or making sure that kill xp and quest xp are roughly proportional. I like to just map out what level I want the PC to be at which point in the plot, and then dole out enough xp to get them there. It often just boils down to a simple 1000-2000xp for major quests, 500-1000xp for minor quests, and 100-500xp for side-quests, depending on whether the mod is meant for low, mid, or high level.


Yeah, and that's exactly the way I've been doing it. I have an Excel spreadsheet where I track every quest I create, and the XP rewarded. I have a rough idea of what level I want my characters to be by the time they enter a certain area.

I was curious what others were doing. I'm always happy to hear if others are doing something similar. Means I'm on the right track. 

#7
ColorsFade

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Tchos wrote...

I went over this at fair length in my development diary, with some back and forth from others, but for quests, use of skills, and other non-monster-killing actions, I use the Dungeon Master's Guide.


Your development journal is awesome, but it's 30 pages long. I think I'm on page 3, LOL... Love reading it though. Lots of good stuff in there. 

I might have to pickup a DM Guide just in case... 

#8
Tchos

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The reason it's long is that one of its primary purposes is to answer questions like this, for those who search. I go into great detail about what I experienced as a new builder, and how I dealt with things, in an attempt to thoroughly document the process of building a first module.

#9
Guest_Iveforgotmypassword_*

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I'd love to know how much xp you should give per kill or gets given by what number but I haven't got a clue. What I do is have a test area and line up a load of creatures, set all their challenge ratings to different numbers and beam in my PC to kill them all then I pick the number I think is appropriate for that point in the story ( I usually go for 50 at low level then 75 and 100 later ).

Then as the PC and friends level up I just add another 1 to the number, I also increment the quest xp as I like to make it about 2 levels per module because I like levelling up characters and when it doesn't happen things can get a bit boring, that also applies to making modules as the monsters and treasure get more "exotic" too.

Modifié par Iveforgotmypassword, 26 février 2013 - 10:47 .


#10
ColorsFade

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Iveforgotmypassword wrote...

Then as the PC and friends level up I just add another 1 to the number, I also increment the quest xp as I like to make it about 2 levels per module because I like levelling up characters and when it doesn't happen things can get a bit boring, that also applies to making modules as the monsters and treasure get more "exotic" too.


I enjoy the level up process as well. The growth process of your character, and figuring out how to make use of new skills/feats/spells is fun.