XP - Rules and Options
This campaign will use a custom XP system similar to the XP systems I have used in previous campaigns. Characters do not need XP to level up, as the campaign will level up characters on a milestone basis. However, the process of earning experience for ones characters is still a driving force for many players, and helps bring excitement and attachment for the characters they have made. For that reason, XP will still be rewarded, just not in the typical fashion as it is traditionally in D&D.
Typically in D&D, you earn XP by fighting enemies and defeating them - often by killing them. While this is a valid approach to XP generation, it ignores the possibility of their being non-combat reasons why characters might deserve to earn XP. After all, a successful negotiation, a clever idea, or a crazy plan that somehow works might all be deserving of a reward.
In this campaign, the DM will reward out XP to players based on their actions, as well as under certain conditions. As suggested, these conditions or situations may involve some clever thought or strategy on your character's part, or they might be earned as a reward for striking the final blow to a boss. In addition, there may be situations where you, as the player, can earn XP for your characters. Finally, there is the GM Intrusion. We discuss the mechanics of this process in the following sections, as well as what you can use those XP for.
It is important to note that XP is still character centric - i.e. it belongs to the character you are playing when you earn it. You cannot transfer XP from one character to another. If your character happens to die and you decide you don't want to play that character anymore, in doing so, you are also forfeiting any XP they may have saved up. Keep this in mind when making such decisions.
Return to TopPlayer Opportunities
There are a number of different things you, as the player, can do to earn XP for your character(s). These are usually things you can do out of the actual game that still help contribute to the story or experience. The sections below detail the ways you as a player can earn XP for your character(s).
Character Backstory
Fleshing out a backstory for your character is encouraged in any campaign. Having a full understanding of who your character is, what motivates them, and how they got to be who they are gives you, as the player, a much deeper understanding of them and helps you role play their experience. If that alone is not reason enough for you to want to create a backstory, it is also the first and easiest method of earning a few precious XP for your character
If you create a backstory for your character, you gain at least 1 XP. Your backstory does not need to be long or complex, but it should at least cover their childhood, their family (if any) or other important figures in their life, their teenage years, how they came to be whatever class/background they begin as, and any other relevant details of their story.
As I stated, you always earn at least 1 XP as long as your story covers the basics. If you want to write a longer, deeper, or more complex backstory, that is also encouraged, and may earn you additional XP. Quality of the writing isn't necessarily a factor, though please try to at least make it free of spelling errors and mostly readable. If you present a more detailed backstory, with a variety of life events that all work toward creating your character, the DM will award you additional XP according to the effort they feel you put in. Do keep in mind, there is a limit to how much you can earn this way, but it is not necessarily a hard limit.
Character Extras
Those little pieces of additional work might also earn you XP. This could be something as simple as having a mini-figure of your character for session, a piece of art you found or made that represents your character, or other such trinkets. In some cases, this might also mean creating images, journals, or other things that that might help expand your backstory or other aspects of your character. If you're ever curious if something might qualify for XP, feel free to ask.
Attendance
This is by far the simplest and easiest way for your to eanr XP for your characters: show up to sessions. Anyone who shows up to a session earns 1 XP for any of their character(s) they control that session. If there is a situation where you are controlling more than one character at a time, then each character earns an XP.
Session Recap
Typically, in our campaigns, we handle recapping the previous session at the beginning of the next session by reading a journal one of the players wrote during the last play session. For this campaign, we will not be requiring any one person to record the sessions events in a shared journal. Instead, each character will be expected to chronicle the important information for themselves. The information any one person records can technically be used by any other person and shared freely during normal sessions. However, during the session recap, only your own notes can help you.
A session recap will usually being with the DM relating some of the events from the beginning of the last session. At a certain point, they may stop to ask a specific player a question. if that player can answer the question correctly using their notes within a certain timeframe, they earn 1 XP. If they can't answer in time or answer incorrectly, the rest of the players at the table have a chance to steal the XP. In that case, whoever answers first (as ruled by the DM) gets an XP.
There may also be times where the DM asks a specific player to take up where they left off, recounting the events as best as they can recollect. If they don't miss anything relatively important, they can earn 1 XP. If they do miss something, the DM will stop them and ask the rest of the table what was missed, giving them the potential to earn more XP.
During any session recap, each player will be given a chance to earn 1 XP. It is up them, their memory, and their notes to determine if they succeed, or if they pass the chance on to a different player.
Return to TopCharacter Opportunities
More often than not, it will be your character that has the chance to earn the majority of their XP. The process of your character earning XP is a little less specific than the player earning XP. This is because earning XP is typically situational. However, there are some specific things that are sure to net your character some XP.
Final Strike
If your character manages to land the fatal blow on a powerful enemy, the DM will award them with 1 (or more) XP. What constiututes as a powerful enemy can sometimes very from battle to battle. However, any creature that has Legendary Actions or Resistances or is significantly higher CR than the average for the party is likely to earn XP on it's demise.
Impressive Discovery
This one goes along with the Final Strike, except it is awarded outside of battle. At times, your party might be looking for a powerful artifact or magic item, or they might happen upon one without even realizing it. Typically, an Impressive Discovery is some object in the world that is pivotal or at least important to the progression of the plot, though there may be some exceptions. If your character is the one to successfully unearth or find such an item, the DM will award them 1 (or more) XP.
Clever Strategy
A clever strategy is a bit more ambiguous than the other possibilities. The reason for that, is that it could refer to alot of things. The purpose of this reward is to acknowledge and promote critical thinking and thinking outside the box. Sometimes, a fireball might work to deal damage, but there might also be a chandelier above the target that is held by a burnable rope that you could target with a more precise spell.
This could also simply be coming up with creative uses for spells - utilizing them in a manner that is not readily apparent. For example, maybe you could use mage hand to try and pull a handful of arrows from an enemy quiver.
Lastly, this could just be a reward for some versatile mental gymnastics. Coming up with the answer to a puzzle or riddle that blocks your way; deducing a bit of knowledge ahead of it's reveal, or coming up with a clever means of convincing someone to help you.
There may be times that some of this type of XP is not necessarily rewarded at the time it is earned. It may instead be doled out at the end of the session, or even later on in the campaign. Though this should be rare.
Side Quests
From time to time, your characters are likely to have some free time on their hands. They can use this time to sit around and relax, or try and acquire rare items or craft things they desire. Or, they can take on jobs at the Shepherd's Corps. The Corps will always have a number of quests on the board that your group can choose to undertake that may not be related to the story itself. These might present different or strange scenarios or enemies. They will often earn you some money, and give you a chance at some random magic items. But they can also net your whole group some XP. Side Quests grant a bulk of XP to the entire party, and it is up to you and your teammates to determine how it should be divided.
Session MVP
At the end of the session, the group will also have a chance to discuss who was the session MVP. This discussion happens among the players, with the DM only acting in the event of a tie or other instances where a resolution could not be reached. Think not only about who did the coolest thing, but who was the most helpful. Who kept you on your feet, or helped stave off the killing blow.
Bonus XP
Every so often, the DM may give out Bonus XP to the group or a player. This could be for something specific they accomplished, or it could just be a treat for them for a successful session or module/adventure. This kind of XP is likely to be the most rare.
Advisory
The DM has alot going on while running a session, so from time to time, they may not award out XP as much as they should or could during a session. This doesn't mean they don't think you deserve XP - it just means there was alot going on in that moment. If you _truly_ feel like something you have done is worthy of XP, speak up. You can speak up at the time, or at the end of the session. Though, you should be sure to justify your reasoning. If the DM agrees, you will receive your XP. If the DM disagrees, they will explain their reasoning. Sometimes, if the DM disagrees with you but you are very adamant, they may put it up to vote with the group for a vote. Just don't abuse this option.
It is also important to note that the DM is unlikely to award something that is disruptive to the narrative or campaign, even if it is clever or cool. Some actions you undertake - as clever as you may feel they are - might undercut the purpose of the narrative, or be highly disruptive to the plot. This is not to say you should not act as you wish - this game is about having fun, after all. Rather, it just means that some cool or clever ideas might be fun for everyone, and they are welcome, but they are not always worthy of XP.
Return to TopDM Intrusion
The last possible way for you to use XP is through a DM Intrusion. But, what is a DM Intrusion?
A DM Intrusion can pop up at any time during a session when your character(s) are doing something or just at the DM's whim. This could mean you are making or have made a d20 roll of some sort, or you character could just be near a specific object or point, or it could be a random event while you are wandering the world. Either way, it begins with the DM announcing they are using a DM Intrusion. At that point, the DM describes a way the current turn or scenario plays out. This could be something as simple as your attack missing, or the enemy getting a free critical hit on your character. It could also be something more complicated, such as you accidentally triggering a series of events that leaves you buried in rubble, or an unforeseen explosion or trap engulfing you. Either way, the DM will describe the situation and what the result is if you accept it. If you accept, the events proceed as the DM described and you gain 1 XP. If you choose to refuse, you must pay 1 XP to negate the effect, and then the situation carries on as it did before the Intrusion.
There may also be instances where an Intrusion effects multiple characters. In such situations, each player can decide for themselves if they want to pay 1 XP and avoid the effect or take the effect and earn 1 XP. If everyone refuses the effect, it doesn't happen. But if even 1 person accepts the Intrusion, it's events occur, but are modified so any refusing characters can be immune to or avoid the effects.
Rolling a Fumble
There is also a special type of DM Intrusion that occurs when a character rolls a Natural 1 on a d20 roll. This DM Intrusion works mostly the same, except the player that rolled the 1 does not get the option to refuse the Intrusion and they do not earn any XP for being forced to accept it. These sorts of GM Intrusions often happen in battle, but could also happen outside of combat, during social encounters. The Intrusion should always make sense for the context, and as such, there may be times where an appropriate Intrusion isn't possible. In these cases, the DM can choose to forego giving you a DM intrusion of this kind.
Return to TopUsing XP
Awesome, so we have all of these ways to earn XP, but... what is it for? If characters level up through milestones, then why have XP? Well, you can use that XP to buy extras for your characters. This could be additional Ability Score Improvements, new Feats, extra proficiencies or the like. You can also use the XP to help you during a session, by gaining Advantage or bonuses on rolls, surviving fatal blows, or doing something out of the ordinary. Most importantly, you also use the XP to power up any Mystic Arms you acquire. It is the only means you have by which to make the weapons more powerful in your character's hands.
Return to TopAnytime Usage
The below table shows you ways you can use your XP at any time during a session. If you want to use any of these options, when appropriate, just tell the DM how much XP you are spending and for what effect off of this list.
XP Cost | Benefit | Description |
---|---|---|
1 | Good Fortune | Reject any DM Intrusion. |
1 | Re-Roll | You can chose to reattempt any Ability Check, Saving Throw, or Attack Roll that is not a fumble, with the same bonuses and benefits as normal. You must accept the new result, even if it is worse. |
1+ | Spiritual Charge | When using a Mystic Arm, you can spend XP to gain additional Spirit Charges. Every XP you spend restores 2 Spirit Charges. You cannot increase your available Spirit Charges above your maximum. |
2 | Fate Smiles | If you make an Attack Roll, Ability Check, or Saving Throw, you can spend XP to roll an additional 1d4 and add it to the result. You must use this before the result of the roll is known. |
2 | Fate Shields | If a creature your character can see within 30 feet of them makes an Attack Roll against you, Ability Check, or Saving Throw, you can spend XP to force them to roll an 1d4 and subtract it from their result. You must use this before the result of the roll is known. |
2 | Divine Insight | You can gain one hint or clue about your current situation from the DM. The DM will reject this if no worthwhile additional information can be provided. |
2 | Procrastinating Death | When you fail a Death Saving Throw, you can spend XP to negate the failue. You have neither a failure or a success that round. |
3 | Advantage | You may gain Advantage on a single d20 roll. You may choose to spend XP after your first roll, but only before the result is known. |
3 | Disadvantage | You can impose Disadvanatge on a single d20 roll of a hostile creature. You must request this before the result is known. |
3 | Second Wind | You regain 1d6 + your character level in hit points as a Free Action. |
3 | Superfluous Action | You gain an additional Bonus Action to use on your turn. You can use this only once per round. |
4 | Reactive | You can take an additional reaction between your turns. You can use this only once per round. |
4 | Miracle | You may survive an otherwise fatal blow with 1 hp. This can be done only once per long rest. |
4 | Restored Use | You can regain a use of an ability, feature, or trait that is usually limited to one or more uses per Short Rest. You can do this only once per Short Rest. |
During Rests
Some options for spending XP can only be used during a Long or Short Rest. These are detailed on the below table. Unless otherwise noted, these options can be used only once per in-game day, but you can use multiple options during the same Short or Long Rest.
XP Cost | Type of Rest(s) | Benefit | Description |
---|---|---|---|
1+ | Long Rest | Mystic Enhancement | You can give XP to your Mystic Arm, if you are bonded with one. |
1+ | Short Rest | Arcane Surge | You regain an expended spell slot. You must spend 1 XP per the level of Spell Slot you wish to regain. |
4 | Short Rest | Renewed Vigor | You regain up to half your hit point maximum without spending any hit dice. |
4 | Short Rest | Restored Use | You can regain a use of an ability, feature, or trait that is usually limited to one or more uses per Long Rest. |
5 | Long Rest | Familiarity | Select a skill you are not proficient in – you become familiar with that skill, allowing you to add half your proficiency bonus to the skill (rounded down). This is a permanent benefit. You may purchase this benefit multiple times, selecting a different skill each time. |
6 | Long Rest | Martial Training | Select a specific weapon or armor or shield that you are not proficient in. Your character gains proficiency with that weapon or armor or shield. This is a permanent benefit. You may purchase this benefit multiple times. |
8 | Long Rest | Ability Point | You gain 1 Ability Point for a Mystic Arm you are bonded with. You can only gain this additional Ability Point once per Spirit Level of the Mystic Arm. |
Leveling Up
Many options for XP Usage are only available for use when your character levels up. Some of these options can only be used once, while other might have a certain number of times they can be used, and others might be redeemable as many times as you like. The table below details these options.
XP Cost | Benefit | Description |
---|---|---|
4 | Exposure | You can ignore the Deficiency from your Nationality. |
6 | Becoming Masterful | Select one of your Ability Scores that is less than 18. You can increase that Ability Score by +1. You may gain this benefit multiple times. |
6 | Brute | Chose a specific weapon you are proficient with. All damage rolls with that weapon deal an additional 2 damage. You can select this ability more than once, choosing a different weapon each time. |
6 | Fluency | Chose a Language from either the list of Standard or Exotic Languages that your character has had exposure to. You're character becomes fluent in that language. You cannot spend XP for this benefit if your number of Languages Known is already equal to or greater than your Intelligence Modifier. |
8 | Arcane Power | Select a class for which you have levels that grants you the Spellcasting or Pact Magic Feature. When you cast spells from that class's spell list that deal damage, they deal an additional 1 point of damage per damage die. When you cast spells from the class's spell list that heal damage, you heal an additional 1 point of damage for die. You may gain this benefit only once per class. |
8 | Becoming Incredible | Select one of your ability scores that is 18 or more. You Increase that Ability Score by +1. You may gain this benefit multiple times, but can not use it to exceed your ability score maximum (normally 20). |
8 | Proficiency | Select a skill you are not proficient in – you become proficient with that skill. You may gain this benefit at most 3 times. |
10 | Potent Spells | Select a class for which you have levels that grants you the Spellcasting or Pact Magic Feature. When you cast spells from that class's spell list, you gain a +1 bonus to your Spell Attack Rolls and your Spell Save DC increase by 1. You may gain this benefit only once per class. |
10 | Untouchable | You gain a permanent +1 to your Armor Class. You may only take this benefit once. |
10 | Proficient Save | Choose one Saving Throw that your are not already proficient with. You become Proficient with that type of Saving Throw. You may gain this benefit only once. |
15 | Breaking Limits | Select an Ability Score that is already 20. You increase that Ability Score by 1, surpassing normal limits. You can increase an Ability Score up to a maximum of 24 using this benefit. |
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