This action might not be possible to undo. Are you sure you want to continue?
Trossley Campaign house-rules: EXPERIENCE
Experience points are an abstract measure of dangers faced while adventuring, and success in retrieving loot. All player characters start with zero experience points, and keep a running tally of points gained in the course of their adventures. Players gain extra levels depending on the experience points they have accumulated. Because the player characters have committed to a life of adventure, the powers of the universe show them greater favour the more dangers they confront and the more treasure they bring back. Non-player characters who are not adventurers usually gain experience in completely different ways – by training, study, interacting with others in their profession and so on. Experience points are always split among all living characters with levels, even unconscious ones, who went on the expedition in the gaming session where they were earned. Henchmen and nonplayer character allies draw half a share. Hirelings (zero-level characters such as men-at-arms) draw no share; their only reward is their weekly pay. A zero-level man at arms or hireling does not ordinarily gain experience, but can be designated a protégé by his employer to begin drawing a half-share of experience. When he gains 750 xp he will become a first level fighter (if man at arms), gaining 2 additional hit points as well as the skill points of a starting fighter; or a first level rogue (if hireling) gaining only the additional skill points. Experience points should be computed and awarded at the end of a session of adventuring, when the party returns to base, makes camp, or rests. They are gained on the basis of the session’s achievements, as follows: Killing, defeating, or otherwise overcoming monsters and hostile NPCs: 100 xp/ hit die, plus bonuses detailed below. If the party’s defeat of the foe does not permanently remove it as a threat, half experience is gained now, and the other half cannot be gained until the monster is permanently defeated. • • • Bonuses for minor powers: (such as Armor Class less than or equal to 3, non-combat spells, ranged attack): +50 xp Bonuses for major powers (poison, regeneration, breath weapon, Armor Class less than or equal to 0): +100xp Experience is not gained for killing beings that were not hostile, such as livestock or townsfolk. The DM should also withhold experience from attempts to “farm” experience points by seeking out much weaker opponents outside the context of a planned adventure. Such activities are a waste of time in a face-to-face adventure game, where the fun comes from facing novel challenges.
Treasure from adventuring brought to a place of safety: Coin: 1 xp per sp value. This does not include money made through business dealings, or fees or bounties paid to the party. Items sold on without being used: 1 xp per sp value, gained when sold or bartered – according to the final price of sale. This includes special armor/weapons and magic items that are sold on without
However. Purchases of jewelry. Buying valuable items or adornment: Successful adventurers often like to live large. the initial award of experience. As a rule of thumb. however. If in a larger location. and pleasures of the flesh. Philanthropy involves donating cash selflessly to the authorities or less well-off members of a social group you belong to – be it your religion. The table below gives the maximum sp that may be spent per week.) The maximum sp that can be converted by philanthropy depends on the members of that group existing in the location. and second. aesthetics. the character gains xp equal to the amount spent. intellectual curiosity. its use to buy better equipment. Players should not feel they have to strip the dungeon bare unheroically in order to maximize their characters’ experience. out of the way place for one’s doings. People must be “deserving” of charity by virtue of being loyal members of the right social group. a city of 10. After completing the activity. wearing foppish apparel. for example. These items give half their sp value in xp when first used or worn. the time taken up by the activity during that week. Spending on unprofitable activity: Once per week. and half their selling price in xp if subsequently sold on. cash spent on other. a town that holds a famous wizard academy may count as a Metropolis for research. . a thieves’ guild. and fine furnishings with no function other than ostentatious display can gain experience points for the adventuring character. special armor/weapons. your dwarven Clan. Items used or tested: This includes magic items. and dealing with any side effect that may have been rolled on the table for that activity. it does not grant xp. and the dice rolled on the appropriate side effect table (in secret by the DM). expensive clothing. up to a maximum of 100 xp/week. shopping for expensive goods in any given week means that the character can’t gain experience from any of the other unprofitable activities that week (see below). and bedecking their living quarters richly. xp should not be awarded for sale of looted furniture and mundane equipment carried by defeated foes if it is not given a cash value in the adventure notes. and valuable items being used as adornment or decoration. (The concept of giving to others just because they are needy does not really exist yet in this society – or at least. hire followers. this represents finding a quiet. Spending money for experience Treasure earned in adventures gives two benefits: first. a character in one of the types of settlement listed below may spend an amount of silver pieces in one (and only one) of the “unprofitable activities” listed below. a column of activity suitable to a smaller location may be chosen. or your wizardly alma mater.000 with only 100 followers of your Fish God counts only as a village. secure real estate. split among the party members who found them. Some locations may be suitable for activity above their numbers. and so on. This reflects the adventuring character’s motivations that are not covered by the previous ways of gaining experience – among them sociality. less tangible things can give experience a second time.Roger SG Sorolla Trossley Campaign house-rules: EXPERIENCE being used. Half the sp spent is recouped in xp. for example.
and indulging moderately in expensive alcohol as a connoisseur. roll 4d4 3d6 500sp. 2 nights. 4 nights. 2 100sp. social group. roll 2d10 500sp. roll 3d6 Town (5005000 people) 200sp.Roger SG Sorolla Trossley Campaign house-rules: EXPERIENCE Research involves seeking esoteric knowledge in old books and scrolls. Cleric. roll 3d6 1000sp. 4 hrs. and paying wise people to tell what they know. 12 hrs. roll 3d6 50sp. roll 3d6 Requirements Settlement size based only on # of members of one’s faith. conducting strange experiments with costly materials. It is a less productive activity than the others. and may declare that they avoid any sexual side effect. before rolling. casual sex. roll 3d6 200sp. roll 2d10 1000sp. seeking out obscure cooks and exotic restaurants. Village (100500 people) 50sp.000+ people) 1000sp. 12 hrs. or nonhuman race Militants and Priests may not carouse. Gourmandising involves wangling invitations to feasts. or Wizard only Halflings get 10% xp bonus . and other vices taken to excess. 1 available day. but by the same token relatively safe from complications. Carousing involves drinking. Dwarves get 10% xp bonus. 4 hrs. roll 3d6 Gourmandising 25sp. 8 hrs. roll 3d6 250sp. It is the most likely to have complications for good or bad. roll 2d10 Activity Philanthropy Carousing City (5000+ people) 500sp. roll 2d10 500sp. 3 days. 2 days. Elf. 2 hrs. 1 night. roll 1d20 Research Not 200sp. 3 nights. roll 1d20 Metropolis (50. 6 hrs. good or bad. roll hrs.
it is a valuable item worth d6 x 500 sp (on a 6. +1 on reactions with anyone from the location and get the money you spent on carousing back. Your gift is accepted but you may not practice Philanthropy in this location again. a local resident of high standing. You gain an ally. plus +1 to reactions with any member of your group from the local realm. Massive hangover. roll again. Your sexual partner for the evening is an NPC who will become your ally if you continue the relationship (this may involve giving up carousing in that location. You gain an excellent reputation in the location. Your sexual revelry has an undesirable consequence. Gain an enemy of modest standing. Feeling sentimental. Gain an enemy of good standing. pregnancy or getting someone pregnant. You gain some information that could be useful in the current adventure (or a future one if between adventures). You get into a fight. You are their dupe. Your name as a philanthropist is known throughout the whole realm. and you gain +1 Charisma permanently. Your sexual revelry leaves you with a clingy and possessive follower the next day. Your generosity irks the pride of the receiving group. You are dared to do something outrageously brave or funny. A local institution honors you and becomes your ally. The place of your carousing is a front for robbing and kidnapping victims when at their weakest. . Previous result. Your donations attract the interest of thieves. You gain an ally.Roger SG Sorolla Trossley Campaign house-rules: EXPERIENCE Dice roll 2 3 4 5 6-7 8-13 14 15 16 17 18 19 20 Philanthropy side effects Recipients of your charity are a front for a sinister organization. If fumbled. Dice roll 1 2 3 4 5 6-8 9-13 14 15 16 17 18 19 20 Carousing side effects Blind Tiger. If you succeed. but your legend applies to the whole realm. a local resident of modest standing. you get double the money from carousing back. No effect. venereal disease. a profoundly drunk NPC presses something into your hands. a local resident of good standing. save again or permanent -1 Constitution. You gain some information that could be useful in the current adventure (or a future one if between adventures). +1 to reactions with anyone from the location. If you test charisma successfully. you become a legend. You gain an NPC as a drinking buddy.). add the result and it is magical) Chance to rescue a powerful NPC from a predicament. Your donations arouse envy. No effect. As result 16. If you succeed. You gain an ally. he/she becomes your sworn ally. Your donations arouse envy. Make a Body save or incapacitated for 1 full day. Thieves or swindlers take advantage of you in your drunkenness.
No effect. You gain some information from a dining companion that gives you an advantage in a local intrigue. Your curiosity arouses suspicion. No effect. Your researches attract the attention of those who would rather keep the truth hidden. You have sharp words with a dining companion. and you gain a local NPC enemy. You have a really unique culinary encounter with a most unusual food. The wages of gluttony. Make an NPC enemy. or some other piece of magic. Roll d6: on 1-2 you gain +1 Constitution permanently. Make a Body save or take 1d6 damage for every 2 levels (round down) you have. Make a Body save or incapacitated for 1 full day. but you now know of a terrible peril. You save a powerful NPC from choking and have his or her eternal gratitude. You may not gain xp from research in this location again. Dice roll 3 4 5 6-8 9-13 14 15 16 17 18 Gourmandising side effects An enemy poisons you! Make a Body save or take 1d6 damage per level you have. You gain some information that gives you an advantage in a local intrigue. You gain some information that is relevant to the current adventure or to a new one. but your find is something completely new (or lost to the ages) that nobody else knows. As 19. Bad food hygiene.Roger SG Sorolla Dice roll 2 3 4 5 6-8 9-13 14 15 16 17 18 19 20 Trossley Campaign house-rules: EXPERIENCE Research side effects You have a sanity-shattering revelation. You gain some information that could be useful in the current adventure (or a future one if between adventures). Dead end. 3-4 it’s Wisdom and 5-6 it’s Charisma. a prayer. Treasure map! You learn something of real value: a spell. a recipe for a potion. You gain a wise and knowledgeable local NPC as an ally. You gain a language or +2 in any Lore skill. You gain some false information that leads you the wrong way in the current adventure or local intrigue. and learn something from the experience. . You gain an NPC ally of modest standing over dinner. Lose the amount of xp you would have instead gained.