Hi there,
i am looking for some guidelines how much XP should get every player for completing an adventure and which XP value should be the cap the PCs to prevent all max stats?
Edited by kingpin000Hi there,
i am looking for some guidelines how much XP should get every player for completing an adventure and which XP value should be the cap the PCs to prevent all max stats?
Edited by kingpin000I see no reason for an XP cap. As for how much for an adeventure? Depends on how many sessions you run it over. I think the general guidelines now is 15xp per session plus 1-3 for good rp-ing and playing by motivations and such. You could be more generous and give them 20 per session, or more stingy and hand out only 10.
If by "max stats" you mean characteristics as in Brawn, Agility and Cunning, these can only be increased with xp at character creation. After that they can only be increased by buying the Dedication talent, which appears only once on each talent/specialisation tree. So that shouldn't be much of a problem unless you're REAL generous with xp
In my limited experience (ha ha, pun!), as a GM for EotE, I suggest the following values:
For each 4-5hours of playtime, which would be a shortish evening, or half a day, consider giving out 10 exp, plus 1 xp for roleplaying their motivation. BUT:
Skim off 2 xp every time, and put them into a "pool" that only you know. From that pool, reward freely for innovative gameplay, dramatic conclusions and so on.
This has 2 effects: First of all, you can keep an eye on general progression, and if needed can withhold that "pool" of exp if your players are too quick in advancement (though I bet they wont be with these numbers).
Second, assuming a classic adventure structure, you ll have the biggest payouts towards the climactic finale, and can then freely award quite a few points for heroism, good ideas or cool roleplaying, without ever being afraid of breaking the bank.
Also, since every player has their own "hidden pool" of exp, you have a good idea of when a player pulls ahead, falls behind or whatnot on individual rewards, and can then use that knowledge to maybe implement a little personal sidestory, during which that player can earn his "pooled" exp.
Alternatively, and to save a headache: 10 xp per session, 1 xp extra for motivation, 5 bonus xp for the grand finale, and you should be fine.