Forum:XP Rewards

So how do you suggest we (future GMs) go about giving out xp during sessions? Is it still based on what you do and who you kill or is it based on how often you use certain skills? GMs will often give out xp based on how much their players need to level up, partly to regulate how fast the game progresses, so will they then start fishing out xp based on how much the players need to reach the next tier?

72.228.160.17 18:35, November 7, 2011 (UTC)Cionie :)

Well, the way I tend to gauge it is not so much things killed, but goals accomplished. Now, these can be goals the players set for themselves, goals you set for the players, or whathaveyou, but what it comes down to is that the players did something admirable. If they did it particularly spectacularly, give them a little more. If character development and plot came up, give them some experience. If something unexpected, yet awesome, happened, hand a little something out. It makes it a good gauge.

Now, in terms of balance, the way I like to do it is that the players should probably get a toy or so each session. Nothing huge, but something fun in some way. It might just be the ability to suddenly pass checks they couldn't before, or something more awesome, but I like to keep my players interested.

Is that helpful?