Individual Class Awards– Table 34 (Dungeon Master Guide)

Individual Class Awards– Table 34 (Dungeon Master Guide)

Individual Class Awards– Table 34 (Dungeon Master Guide)





Table 34:


Individual Class Awards






Award

Warrior



Per Hit Die of creature defeated

10 XP/level





Priest



Per successful use of a granted power

100 XP

Spells cast to further ethos

100 XP/spell level*

Making potion or scroll

XP value

Making permanent magical item

XP value





Wizard



Spells cast to overcome foes or problems

50 XP/spell level

Spells successfully researched

500 XP/spell level

Making potion or scroll

XP value

Making permanent magical item

XP value





Rogue



Per successful use of a special ability

200 XP

Per gold piece value of treasure obtained

2 XP

Per Hit Die of creatures defeated (bard only)

5 XP





* The priest character gains experience for those spells which, when cast,
support the beliefs and attitudes of his mythos. Thus, a priest of a woodland
deity would not gain experience for using an entangle spell to trap a group of orcs who were attacking his party, since this has
little to do with the woodlands. If the priest were to use the same spell to trap
the same orcs just as they were attempting to set fire to the forest, the
character would gain the bonus.




When awarding individual experience points, be sure the use warrants the
award. Make it clear to players that awards only will be given for the significant
use of an ability or spell. “Significant use” is defined by a combination of
several different factors. First, there must be an obvious reason to use the
ability. A thief who simply climbs every wall he sees, hoping to gain the experience
award, does not meet this standard.


Second, there must be significant danger. No character should get experience
for using his powers on a helpless victim. A fighter does not gain experience
for clubbing a shackled orc. A mage does not gain experience for casting a
house-cleaning cantrip. A thief does gain experience for opening the lock on a
merchant’s counting house, since it might be trapped or magical alarms might be
triggered.


Third, experience points should not be awarded when a player is being abusive
to others in the group or attempting to use his abilities at the expense of
others. Player characters should cooperate to succeed.






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