Alternate XP

Ideas

From https://www.reddit.com/r/osr/comments/i0hv8k/comment/fzqg0s8/?utm_source=share&utm_medium=web2x&context=3

I have my own xp stuff kinda hacked off from DCC and other sources. Doesn't fit with class tables, but you could easily require more or less from classes.

Classes require 5 times their next level in XP to gain a new class level. So, 10XP for 2nd level, 15XP for 3rd, and so on.

When you have earned enough experience to gain a new level, you may do so during your next Long or Full Rest by spending the necessary XP from your current total.

At the end of a session, gain 1XP when you do one of the following XP triggers. You may only mark a given trigger once per Game Session. Classes or Backgrounds may gain 2XP instead of 1XP for certain actions.

BEFRIEND a new ally, contact, or relationship
CREATE, improve, or repair an item, consumable, location, or resource
EXPLORE dangerous or supernatural locations
FAIL at a meaningful action or task
LOOT notable treasure or lost lore
STRUGGLE with your Background, Vices, Virtues, or Misfortunes
SURVIVE a challenging encounter or trap
MVP. The group votes for one player per session to receive 1XP as a bonus for any reason the group decides on.
MILESTONE. 3XP could be awarded for the completion of a major milestone or quest.

From: https://www.reddit.com/r/dccrpg/comments/v8a7lz/comment/ibq8myo/?utm_source=share&utm_medium=web2x&context=3

> I used (spending) gold for XP in DCC (specifically with carousing rules) because I find DCC to be more fun and intuitive than B/X overall, yet for oldschool sandbox/dungeon delving it makes sense to strongly motivate players to seek out treasure. I did this with a Caverns of Thracia campaign and it was fantastic. I threw out the XP charts and made new ones so I could do a simple 1gp = 1xp system. You may want to take stock of how much gold is in the dungeon in order to figure out the right balance. If you're feeling particularly bold, just tell the players how much XP they need for the next level so you can rework it later if you get it wrong.

The good thing about a well-done megadungeon is that it contains threats of all levels and the players have to deal with it as they come - there should be no expectations of a smooth challenge curve. With DCC rules though, you may find after a few experience levels that things get a little too easy - especially with cleric healing. In that case just come up with an excuse to restock the dungeon with nastier beasts.

Oh yeah one more thing to make it more DCC-y... make sure there are Patrons to be found in the dungeon!

From: Dice Must Roll:

1 GP = 10 XP

GOLD FOR XP TABLE Level 1 Funnel Level 2 2000 XP Level 3 4000 XP Level 4 6000 XP Level 5 8000 XP Level 6 16000 XP+highly remarkable deed Level 7 32000 XP+2 highly remarkable deeds Level 8 64000 XP+3 highly remarkable deeds Level 9 128,000 XP+4 highly remarkable deeds Level 10 5 highly remarkable deeds.

BECMI for DCC table

0: 0 1: 250 2: 2000 3: 4000 4: 8000 5: 16000 6: 32000 7: 64000 8: 128000 9: 384000 (?) 10: 640000 (?)

XP Survey

Average XP per 3 hour session: ~8 L1 -> L2: 40/8 = 5 sessions L2 -> l3: +60 = 7 sessions L3 -> L4: +80 = 10 sessions

LL Example Adventure

Level 0

0A: (3.64 gp) 14: 64 cp 17: 3 gp

0B: (1035.94 gp) A: 1000 gp 6: 94 cp 7: 21-40 sp 17: 50 sp

0C: (148 gp) 2: 2-33 ep 3: 5-55 ep, 10 gp 8: 60 gp 10: 2-33 ep 11: 50 gp

likely: ~ 148 + 35.94 + 3.64 = 187.58gp 6 chars: 31.26gp each

Level 1A

Snorri: 200 gp

5: 0.5 8: 350 14: 150 15: 5.4 16: 6.3 26: 530gp 28: 960gp 30: 40gp 34: 1.20 35: 0.82 38: 1108gp

total: 3152.2gp

6 players x 4 sessions: 24 divisions

=131gp/player/session = 13 sessions to get to level 2 (via B/X for DCC rules)

Level Orig Xp New Xp New/Old
1 10 250 25
2 50 2000 40
3 110 4000 36.36
4 190 8000 42
5 290 16000 55
6 410 32000 78
7      
8      
9      
10      

Recommendation: Take distance to next level and directly convert it. DON'T multiply by value in "new/old"

Irio: 229 - 39% to level 5: 8000 + 3120 = 11120 Blair: 214 - 24% to level 5: 8000 + 1920 = 9920 Gokhal: 250 - 60% to level 5: 8000 + 4800 = 12800 Alizeh: 166 - 87% to level 4: 4000 + 3480 = 7480

Ködel: 187/190 - 98.4%: 4000 + (4000 * 0.984) = 4000 + 3936 = 7936 Axe: 219/290 - 75.5%: 8000 + (8000 * 0.755) = 8000 + 6040 = 14040 Fristu: 242/290 - 83%: 8000 + (8000 * 0.83) = 8000 + 6640 = 14640 Eusceo: 285/290 - 98%: 8000 + (8000 * 0.98) = 8000 + 7840 = 15840