December 2, 2019

Experience Recreation

D&D 5e is one of the most popular RPGs, but I never liked the XP system. It was too much math to do in the moment, and afterward, it would always fall on the DM (me). Milestone did something to relieve this, but it doesn’t give the players the gradual sense of progression that regular XP does. So I sought to rectify that with a new system for XP, one that would help me get the players to get themselves into trouble, making some sessions driven by their problems rather than ones I made for them. Thus cementing them more in the world. An issue that might crop up, so be careful if you use this system, is that players might feel at odds with each other if they create problems then make the rest of the party deal with them.

When you pick a class choose two directives that will get you XP (Which may be from the suggested ones, or from any others), you also get one from your race, and the DM will have some.

Class Directives:
Artificer:
-Revealing:  When you discover more information about _____________________, mark experience.
-Guilder: When your membership in _____________________ causes issues for the party, mark experience.
-Nemesis: When your competition with your Nemesis _____________________ creates problems for the party, mark experience.

Barbarian:
-Angry: When you punish someone for slighting you, mark experience. 
-Violent:  When you deliberately choose to use violence to overcome a problem when a non-violent option exists, mark experience. 
-Masochistic:  When you go down to less than ¼ of your HP, mark experience. 

Bard:
-Illustrious:  When your desire for fame draws unwanted attention to the party, mark experience.
-Guilder: When your membership in _____________________ causes issues for the party, mark experience.
-Greed:  When you hinder the party for a chance at extra profit,  mark experience.

Cleric:
-Guilder: When your membership in _____________________ causes issues for the party, mark experience.
-Proselytising:  Describe your belief system. When you persuade others to act according to your beliefs, mark experience.
-Hierarchic:  When you improve your standing or impair a rival’s standing among _____________________, mark experience. 

Druid:
-Behavioural:  Describe your ethical code. When adhering to your code hinders the party, mark experience. 
-Compassionate: When you put your compassion for the powerless ahead of the party’s goals, mark experience. 
-Mentor:  When you put the advice of _____________________ ahead of the party, mark experience. 

Fighter:
-Guilder: When your membership in _____________________ causes issues for the party, mark experience.
-Violent:  When you deliberately choose to use violence to overcome a problem when a non-violent option exists, mark experience. 
-Protective:  When you put your responsibility to _____________________ ahead of the party's goals, mark experience. 

Monk:
-Behavioural:  Describe your ethical code. When adhering to your code hinders the party, mark experience. 
-Compassionate: When you put your compassion for the powerless ahead of the party’s goals, mark experience. 
-Prudent:  When you resolve a charged situation without violence,  mark experience. 

Paladin:
-Guardian: When you put your responsibility to defend the innocent ahead of the party's goals, mark experience. 
-Proselytizing:  Describe your belief system. When you persuade others to act according to your beliefs, mark experience.
-Protective:  When you put your responsibility to _____________________ ahead of the party's goals, mark experience. 

Ranger:
-Behavioural:  Describe your ethical code. When adhering to your code hinders the party, mark experience. 
-Violent:  When you deliberately choose to use violence to overcome a problem when a non-violent option exists, mark experience.
-Prudent:  When you resolve a charged situation without violence,  mark experience.

Rogue:
-Deceptive:  When your lies about your identity or your past put the party at risk, mark experience.
-Heretic: When your former membership in _____________________ causes issues for the party, mark experience.
-Greed:  When you hinder the party for a chance at extra profit,  mark experience.

Sorcerer:
-Behavioural:  Describe your ethical code. When adhering to your code hinders the party, mark experience.
-Revenge: When you punish someone for slighting you, mark experience.
-Intimate:  When you put your friend _____________________ ahead of the party, mark experience. 

Warlock:
-Heretic: When your former membership in _____________________ causes issues for the party, mark experience.
-Deceptive:  When your lies about your identity or your past put the party at risk, mark experience.
-Proselytizing:  Describe your belief system. When you persuade others to act according to your beliefs, mark experience.

Wizard:
-Revealing:  When you discover more information about _____________________, mark experience.
-Guilder: When your membership in _____________________ causes issues for the party, mark experience.
-Heretic: When your former membership in _____________________ causes issues for the party, mark experience.

Race Directives:
Choose one and define it:
-When you embody your race’s stereotype, mark experience.
-When you deny your race’s stereotype, mark experience.

DM Directives:
-When the party completes a goal or advances the story in a meaningful way, tell them to mark experience.
Then choose some or make up your own:
-When the party defeats a powerful creature, tell them to mark experience.
-When the party completes a step in the mission they have been given, tell them to mark experience.
-When the party explores a new location, tell them to mark experience.
-When the party protects the innocent, tell them to mark experience.
-When the party discovers a magical artifact, tell them to mark experience.
Tell the players what your directives are. Keep the player's directives in mind, they are pointers at what sorts of things that player is interested in doing.

When you mark 5+(the next level) experience you level up. If you find you are giving out a lot of experience, you may want to increase this number, or change it to 2*(the next level).
E.G. (TO level up from level 1 to 2 you would need 7xp. To level up from level 10 to 11 you would need 16xp. To level up from level 19 to 20 you would need 25xp)

Full list of choosable directives:
Addict: When your dependence on _____________________ hinders the party, mark experience. (Make sure the rest of the players and DM are okay with dealing with addictions before picking this directive)
Angry: When you punish someone for slighting you, mark experience. 
Behavioural:  Describe your ethical code. When adhering to your code hinders the party, mark experience.
Compassionate: When you put your compassion for the powerless ahead of the party’s goals, mark experience.
Deceptive:  When your lies about your identity or your past put the party at risk, mark experience. 
Greed:  When you hinder the party for a chance at extra profit,  mark experience. 
Guardian: When you put your responsibility to defend the innocent ahead of the party's goals, mark experience. 
Guilder:  When your membership in ______________________ hinders the party, mark experience. 
Heretic:  When your former membership in _________________ hinders the party, mark experience. 
Hierarchic:  When you improve your standing or impair a rival’s standing among _________________, mark experience. 
Illustrious:  When your desire for fame draws unwanted attention to the party, mark experience.
Intimate:  When you put your friend ________________ ahead of the party, mark experience.
Masochistic:  When you go down to 3 or less HP, mark experience.
Nemesis: When your competition with your Nemesis _____________________ creates problems for the party, mark experience.
Mentor:  When you put the advice of _____________________ ahead of the party, mark experience. 
Proselytizing:  Describe your belief system. When you persuade others to act according to your beliefs, mark experience.
Protective:  When you put your responsibility to _________________ ahead of the party’s goals, mark experience.
Prudent:  When you resolve a charged situation without violence,  mark experience. 
Revealing:  When you discover more information about _____________________, mark experience.
Vengeful:  When you harm _______________ or their interests,  mark experience.
Violent:  When you deliberately choose to use violence to overcome a problem when a non-violent option exists, mark experience.

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