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Experience Points

Experience Points (XP) are a measure of your character‚s progress and advancement. A character gains XP as the campaign progresses, mostly from achievements, adventures, and quick-thinking.

Characters gain a level every time they attain 1,000 XP. Upon reaching 1,000 XP, the character‚s XP count drops back to zero. If a character gains enough XP in one go to go beyond 1,000 XP and still have some left over, halve the remaining XP. So, for example a level four character has 996 XP and gains 10 XP for having a Clever Idea. This puts the character at 1,006 XP. Subtract  1,000 XP for levelling up, so the character is left with 6 XP. Halve the remaining XP, and the character continues life as a level five with 3 experience points. This means that if a character (somehow) manages to get to 2,000 XP all at the same time, he will level up once (dropping him to 1,000 XP) and halve the remaining (to 500 XP) instead of levelling up twice.

Situation

XP Gain

Encounter

100 (enemy level/your level) per enemy

Enemy Defeated or Outsmarted

100 (enemy level/your level)) per enemy

Defeated by Enemy

100 XP

Adventure completed

200 XP

Story Arc completed

600 XP

Clever Idea or Realisation

10 XP

Minor Achievement

10 XP

Stroke of Genius

50 XP

Major Achievement

50 XP

Crowning Moment of Awesome

100 XP

Rule Zero

Varies

XP can never decrease under any circumstance except after going up a level. GMs should not penalize characters by decreasing their XP.

Encounter

Enemy Defeated or Outsmarted

If a character or party …defeats‚ an enemy, the whole party receives the XP shown on the chart. The calculation works out so that defeating an enemy of your level grants you 100 XP, so that at most ten such victories always results in a level increase.

Note that it is enemy defeated or outsmarted, not "enemy slain." So if the party thinks up a clever plan that means that an enemy which in a straight fight would be a serious challenge is instead a cakewalk, they gain XP as if they had won in a straight fight.

GMs and players shouldn‚t limit themselves to thinking this only means enemies defeated in combat, either. Negotiating past a guard or convincing a courtroom to see their side counts as an enemy defeated.

Even if one player did most (or all) of the work, the whole party gains experience „ they were helping by merely being present. Say one player wins the battle with a lucky roll, and went first in the initiative count, the whole party still gains XP. The character who won single-handedly may get extra XP for a Minor or Major achievement (see below).

Here are some examples of an enemy being defeated or outsmarted:

  1.   Four CR 1 Mooks defeated in a fair fight
  2.   Four CR 1 Mooks knocked unconscious, caused to flee, detained, or that the party talked over to their side
  3.   Four CR 1 Mooks on watch the party snuck past
  4.   Four CR 1 Mooks the party defeated without even rolling a die due to a brilliant scheme
  5.   Convincing a border guard with Charisma or bribes not to search the players‚ luggage (which includes an illegal substance)

Defeated by Enemy

Yes, even losing grants XP ƒ sometimes even more than winning, in the case of a particularly embarrassing defeat. (a high level character gets more XP for losing to a weaker enemy than for winning ƒ because if they lost, they must have learned some sort of lesson).

Players should only be awarded "defeated by enemy" XP if they were actually defeated. The players had to have actually legitimately tried to win. Deliberately losing  to row after row of one-legged goblins won‚t grant the players any XP

Adventure Completed

Story Arc Completed

Minor Achievement

The GM can award 10 XP to a character for a relatively minor but still notable achievement. What this entails can vary, but the general rule is that if congratulations are in order, 10 XP is, too. Examples:

  1.   Being extra useful in a fight
  2.   Roleplaying what makes the best sense for the character would do even if it isn‚t necessarily the best option for you „ such as giving money to the poor or refusing a small reward.
  3.   If the character is a witty swashbuckling type, delivering a particularly good (or awful) pun in combat

Clever Idea or Realisation

  1.   Doing something described as a high DC use of ingenuity... without having to use the ingenuity skill.

Major Achievement

  1.   Rescuing a prisoner (if rescuing the prisoner was the goal of the adventure, this is instead "Adventure Completed" and earns 200 XP)
  2.   Winning a battle singlehandedly. The whole party gains normal XP, but this player also gets +50

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