XP ---- EXPERIENCE POINTS(XP) are given for treasure found, clever playing, creative problem solving, defeating/disarming a dangerous trap, and 'monsters' killed/negotiated with/tricked/avoided/aided, etc. XP is divided evenly among all of the surviving members of the party. Characters that die during a session will earn their share of exper- ience points up until the time of their death. After that point, all XP will be divided among the remaining adventurers in the party. If a character is resurrected, any money and possessions of which were rescued by the other members of the party should be returned to the resurrected character. If the character was not able to be revived, the player is allowed to designate one relative to inherit their money and possessions. This relative may be a new 1st level PC created by the player whose character was killed. The new PC could essentially be the old char- acter with the name possibly changed, the original ability scores that were rolled, and the accumulated XP set back to zero points. Magical items found will be divided up by the players. Items which are specific to player characters should go to them(magic swords to Fighters, spellbooks and magical wands/staves to Magic-Users, etc). Items that anyone can use - a ring of invisiblity for example - may be diced for or just given by the group to the PC who wants it most or who can make the most use of it. Magical items also grant a certain number of XP to the party but not too much, as the real benefit comes from the use of the item rather than the XP it gives. XP for magic items is divided evenly among the party members regardless of who gets ownership of them. Some examples of XP for magic items are listed below: Magical Potion: 250 XP. Magical Scroll: 250 XP per spell on the scroll. Spellbook: 2000 XP per spellbook level. A book of 3rd level spells would be worth 6000 XP. Gauntlets of Ogre Power: 500 XP. Bag of Holding: 1000 XP. Wand of Lightning: 1000 XP. Elven Cloak and Boots: 2500 XP. Flying Carpet: 2500 XP. Ring of Water Breathing: 1500 XP. Ring of Invisibility: 2000 XP. Ring of Elemental Control(all 4 elements): 5000 XP. Genie Lamp of 3 Wishes: 5000 XP. Staff of Wizardry: 5000 XP. +1 Magic Arrow: 100 XP. +1 Sword: 1000 XP (plus 500 XP for each special ability). Vorpal Sword: 5000 XP. +1 Plate Armor: 1000 XP. FIGHTER XP TABLE(used for all classes): LVL XP NEEDED --- --------- 1 0 2 2000 3 4000 4 8000 5 16000 6 32000 7 64000 8 120000 9 240000* * 120000 more per level after this point XP Awards --------- 1 gold piece(brought out of the dungeon) = 1XP 1HD of creature = 100XP, or use the table below: HD* Base Value Bonus per Special Ability** ---------------------------------------------------------- Under 1 5 1 1 10 3 1+ 15 4 2 20 5 2+ 25 10 3 35 15 3+ 50 25 4 75 50 4+ 125 75 5 175 125 5+ 225 175 6 275 225 6+ 350 300 7 450 400 8 650 550 9-10+ 900 700 11-12+ 1200 800 13-16+ 1600 950 17-20+ 2200 1150 21 and up 3000 2000 * If the monster's hit dice are + 2 or + 3 then it must be classed as the next higher step, i.e. 2 + 2 = 3 hit dice. ** Monsters which can hurl missiles, get 4 or more attacks per round, have an AC 0 or lower, blood drain, hug, crush, regeneration, hit only by special and/or magic weapons, etc. *** Monsters with exceptional special abilities such as attribute drain, paralysis, poison, major breath weapon, magic resistance, spell use, swallowing whole, attacks causing maximum damage greater than 24 singly, 30 doubly, 36 trebly, or 42 in all combinations possible in 1 round should have a double bonus awarded for their abilities when slain. For example, a gorgon is a monster with a special ability and worse to encounter than its eight dice indicate. Double points in the special column are in order when awarding experience for killing one, i.e. base 650 + 2 x 550 = 1750 for killing a gorgon. Special ability bonus awards should be cumulative, i.e., a monster attacks 4 times per round and can be hit only by magic weapons, so a double Special Ability X.P. Bonus should be awarded. Likewise, if there are multiple exceptional abilities, the awards should reflect this. If an otherwise weak creature has on extraordinary power, mult- iply the award by 2,4,8, or even 10 or more. Awarding Experience for Non-Player Characters and Retainers: ----------------------------------------------------------- A CLASSED NPC who is asked by the PCs to come along on an adventure because of their special skills, abilities, or knowledge, should receive between 1/4 and 1/2 of a share of XP from the accumulated Experience Points for the adventure depending on how pivotal and how large their role was in helping the player characters achieve their objective, surmount an obstacle, battle a powerful creature, etc. RETAINERS(men-at-arms/mercenaries hired to go into the dungeon and help fight monsters and overcome traps) hired by the whole party should receive a quarter-share of XP for each gaming session. This will be calculated out of the accumulated pool of XP that the PC group earned for that session. Rate of pay and shares of treasure found should be decided before the adventure begins, although, ret- ainers often also receive a quarter share of the treasure in addition to their regular daily pay and expenses. Retainers, even if starting as zero-level fighters, will slowly level up. For retainers who are personal hirelings of one of the members of the party - like a magic-user who has hired a mercenary for a bodyguard - ONLY XP gained for monster fighting or overcoming obstacles or dangers where the hireling is of practical benefit to the entire party will be divided as stated above, with the retainer receiving a quarter-share of THAT XP awarded. Any treasure(and XP awarded for it) will come from the treasure share of the PC who the retainer serves, and will be what- ever was decided upon at the initial hiring. This means that the wizard PC mentioned above would receive less treasure and fewer XP points than they would normally, as some of both are being given to his/her retainer. The level of retainers may be 0, 1, 2, or higher but they should not be of a level equal to or higher than the level of the PCs hiring them. HENCHMEN will typically receive a 1/2 share of both XP and treasure found for each play session (see file R4 Money and Cost). Maximum XP: ----------- A character should never be given enough XP in a single game session to advance more than one level of experience. For example, if a beginning (0 XP) 1st level fighter earns 5000 XP, he or she should only be given 3999 XP, enough to place the character 1 XP short of 3rd level.