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An Expanded Rules
System For Awarding
Experience For
Non-Combat
Challenges
Contents
Determining CR from Skill DC pg 3-4
Breaking Things pg 4
Contests pg 4
Item Creation pg 5
Sacrifices pg 5
OGL pg 6-7
Published b
Challenges and Rewards
concept of experience points has long been an important one in many games. Through experience points, characters
increase in level – and therefore power. The Challenge Rating system provides a way for GMs to calculate the experience
a party of adventurers earns from an encounter. Monsters that the group encounters already have a CR established; as do
such things as traps. However, the current Challenge Rating System relies heavily on combat. This is no problem when
running a traditional dungeon crawl, but what about when you want to run a more political game? What about your party
of CR 15 characters trying to build their own city, for example? How many great wyrm dragons can you attack the city
with before all the NPCs move for safer lands? But with the current CR system, this is the sort of thing a GM would have
to do if you actually wanted to allow the roleplaying of the political element and give PCs a chance to level at the same time.
Characters should be rewarded for actions that help to achieve the group's goals, or which enhance the game. Determining
the amount of experience to award shouldn't have to be based on just guessing, and it should not always have to rely on how
many critters get killed in the process.
Determining CR From DC
As its name implies, the Difficulty represents how difficult (or not so difficult) a task is to complete. This gives us a baseline
for establishing a Challenge Rating for a task. With a little basic math, we can determine how much experience a player
should receive for completing a task that has a significant impact on the game. Such awards are player specific, not group
specific. If a player achieves a skill check that has a significant impact on gameplay, the experience should be awarded to
that player only. A paladin that rushes into a burning castle to save an NPC while the rest of the party waits outside, or a
bomb squad member who disarms a bomb while everyone else hides behind a concrete wall, should reap the benefits of
their heroic. Only in situations where the final check is an end result of a group effort should the entire group share in the
rewards.
(Actual DC of skill check) - ( Minimum potential skill check roll + Maximum potential skill check roll/2)
This isn’t as complicated as it looks. We will use Bob the Fighter as an example. At 1st level the maximum number of skill
ranks Bob could have is 4. This number is added to the minimum (1) and maximum (20) numbers that can be rolled on a
d20, leaving us with 5 and 24. We add these two numbers together for a total of 29, then divided by 2. The result, 14.5, is
rounded up to 15. We use the same procedure for cross-class skills, which will give us a result of 13.
So let’s assume Bob needs to swim across a channel with a rescued child on his back. He has four ranks in swim. The water
is calm, but he has the additional weight of a frightened child on him. The GM sets the difficulty at 17. If Bob is successful,
the rescue would be treated as a CR 2 encounter.
Sarah, a 10th level rogue, is trying to rescue her friends from jail. She has 13 ranks in open locks, and a dexterity modifier
of 3. Her masterwork thieves' tools give her an additional +2 to the check.
The lock on the jail cell is a good lock, requiring an Open Lock check of DC 30. 30-29=1. Sarah should be rewarded
experience as if it was a CR 1 encounter. If it was only an average lock (DC 25), Sarah would receive no additional
experience for the check, as there was no real challenge to her skills. The only reward her friends would get is being freed
from jail.
But suppose the lock is a superior lock (DC 40), outside of Sarah’s capabilities. Her bard friend, trapped in the cell, uses
his Inspire Competence ability on Sarah, granting her a +2 bonus. The sorcerer, meanwhile, casts Cat’s Grace on her. The
spell’s increase to her dexterity gives her an additional +2 bonus.
DC 40-33=CR 7
Challenges and Rewards
The party would be awarded experience as if this was a CR 7 encounter, because the final check was the end result of a
group effort.
Not everything that requires a skill check should result in an experience award; that would tend to result in things rapidly
getting out of control. These situations should only be resolved as encounters when they have impact on the game that could
be equated to a combat or trap encounter. Negotiating a peace treaty with an enemy kingdom should be awarded experience.
Haggling over the price of a masterwork sword would not.
In some cases you may wish to award experience, but the above method isn't applicable to the situation. Players are
notorious for coming up with the strangest plans, and no formula can cover every situation. Here are some general
guidelines that can help you when applying CRs to unexpected situations.
Breaking Things
Sometimes things just need to be broken; a lich's phylactery, a door or the chains being used to keep the party hostage.
Whatever the object is, if you feel the situation warrants granting experience points, divide the Break DC by 10 to determine
the CR.
Contests
A summer contest in which bards read poetry, each one hoping to be proclaimed the greatest in the land. Physical contests
such as wrestling or a footrace. Unlike combat
these sorts of contests typically have rules that
limit what can be brought into play. So even in
physicals contests such as wrestling a traditional
encounter CR is of limited use.
17 + 36=53
Sacrifice
This category can cover any number of things, all of which are difficult to apply specific numbers to. The one thing that
they have in common is that they represent the loss of something important to a character; particularly when it's in
furtherance of something or someone else.
One example might be a donation of money or items (magical or mundane) to a local temple, or to benefit a worthy cause.
Another example would be if the party found a chest of money that had been stolen from local merchants, and instead of
keeping it returned the money to the rightful owners. A simple formula to determine the CR of such a sacrifice is as follows:
Example: Bob the Fighter has reached level 5. He uncovers a bandit hideout and discovers a chest full of money that had
been stolen from a caravan driver. The 10,000 gold is tempting, but Bob decided to return the chest anyway, even though
he could use the money to upgrade his arms and armor.
(10,000 gold/5=2000)/1000=CR 2
The above should only be used when the donation has meaning and true impact. A character giving up his favorite magic
sword is a worthy sacrifice. Giving up the wand he can't even use may take money from the character, but lacks meaning.
There are sacrifices other than money that can be made. Perhaps one character risked death in order to protect a loved one,
or to help the group achieve its goals. If you feel that the action deserves a reward than a CR 1 per 1/10 of the character's
total hit points lost serves as a good rule of thumb.
Challenges and Rewards
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