Experience (Optional Rule)
Some Hosts prefer to use Experience instead of deciding when their player's have Leveled Up. If you so choose, you may use the below rule for your game.
A character requires 100 Experience to Level Up. The Host may review as the session goes on who has gained what experience, but it is recommended that each player keep track of their own experience.
Method: The name of the method of gaining Experience.
Experience Granted: The Experience a player gains from the described Method.
OSR Experience Granted: Not recommended for beginner players or beginner Hosts. Ignore this column if you are not running an OSR style game. Slower Experience gain, fewer Level Ups. Fewer level ups are had as an OSR game is less about empowerment through stats and more about problem solving. OSR stands for Old School Renaissance, and refers to games in which there is less focus linear plots, and more focus on the minutia of adventuring which is frequently deadly and may have less to do with fighting monsters, and more to do with delving dungeons, cleverly avoiding traps, and simply surviving long enough to get paid.
Description: The method by which you actually gain Experience.
A character requires 100 Experience to Level Up. The Host may review as the session goes on who has gained what experience, but it is recommended that each player keep track of their own experience.
Method: The name of the method of gaining Experience.
Experience Granted: The Experience a player gains from the described Method.
OSR Experience Granted: Not recommended for beginner players or beginner Hosts. Ignore this column if you are not running an OSR style game. Slower Experience gain, fewer Level Ups. Fewer level ups are had as an OSR game is less about empowerment through stats and more about problem solving. OSR stands for Old School Renaissance, and refers to games in which there is less focus linear plots, and more focus on the minutia of adventuring which is frequently deadly and may have less to do with fighting monsters, and more to do with delving dungeons, cleverly avoiding traps, and simply surviving long enough to get paid.
Description: The method by which you actually gain Experience.
Method | Experience Granted | OSR Experience Granted | Description |
---|---|---|---|
Easy Encounter | 5 | 0 | You were involved in an encounter which was somewhere between effortless and trivial, whether it was a combat in which your foes were to weak to harm you, or a riddle a player had heard before. |
Thought Provoking Encounter | 20 | 15 | You were involved in a social situation, puzzle, or other encounter which required the use of clever thinking to succeed. |
Dangerous Encounter | 15 | 5 | You were involved in an encounter in which at least one player took significant damage (such as taking 50% of their Maximum HP in damage). |
Life Threatening Encounter | 40 | 10 | You were involved in an encounter in which at least one player died or nearly died (such as being reduced beneath 10 HP) by the danger imposed by the encounter (rather than by themselves or each other). |
Role Played | 10 | 5 | You didn't spoil other players' Role Play this session. You did not behave radically out of character this session (and are capable of rationalizing your character's behavior this session if asked to). |
Personal Goal | 5 | 1 | Choose one of the following at character creation. A Host may choose for Personal Goals not to grant Experience in their game. You may speak to your Host about changing your Personal Goal if you feel your character has changed. -You protected/helped someone else at your own expense (by means of HP, Mana, Gold, or by other means) this session. -You avoided unnecessary violence this session. -You damaged something during a Dangerous or Life Threatening Encounter this session. -You increased your amount of gold since the start of this session. -You gained important knowledge about your quest/goal/mission. -Make your own. |