DM Quest XP

DM Quest XP

DM Quest XP awards take two main factors into account:

  • the challenge faced by the PCs; and,
  • the success of the PCs in overcoming that challenge.

The same quest can present a significantly different challenge to differently constituted parties. Cleric-heavy parties will find defeating undead a lot easier than others, while Rogue-heavy parties are a lot less susceptible to ambush and a lot more capable of overcoming trap-laden dungeons. PCs should not be over-rewarded for overcoming challenges that are inherently easy for them; but nor should they be penalized for facing challenges that they are necessarily unprepared for. PCs should also not be unduly penalized for being effective: if a particular tactic surprises a DM and neutralizes a significant part of the challenge that the players are facing, it may be appropriate to reduce the ‘Challenge’ element – but increase the ‘Success’ element for the overall quest. Effectively, when one or another element is significantly increased or decreased, it is appropriate to increase or decrease the level of the award by a single band.

Awards are made for fixed amounts, by selecting the correct option on the ALFA XP Wand.

  • Easy (20 XP / RL hour):
    the PCs should be able to overcome the challenge without any difficulty;
    the PCs should be able to overcome the challenge using only their key strengths;
    there is no significant chance of death or other plot-related failure;
    significant outlay of resources is not required;
    the PCs should be able to proceed directly on to another immediately.
     
  • Normal (40 XP / RL hour):
    the PCs should be able to overcome the challenge without significant difficulty;
    the PCs should be able to overcome the challenge using their key strengths;
    there is no significant chance of death or other plot-related failure;
    significant outlay of resources is not required;
    the PCs should be able to proceed directly on to another quest with minimal recovery.
     
  • Serious (60 XP / RL hour):
     
    the PCs should have some difficulty in overcoming the challenge;
    the PCs should have to prepare and plan properly to overcome the challenge;
    the PCs will be required to use skills and abilities other than their key strengths in order to succeed;
    there is a chance of death, or other significant plot-related failure;
    some outlay of resources is required, including temporary items;
    some recovery and restocking will be necessary before the PCs can proceed further.
     
  • Exceptional (80 XP / RL hour):
    failure is a realistic possibility;
    the PCs will have to prepare and plan thoroughly in order to overcome the challenge;
    the PCs will be required to use skills and abilities that are the opposite of their key strengths in order to succeed;
    death or other significant plot-related failure is a realistic possibility;
    significant outlay of resources is required, including temporary items;
    a significant period of recovery and restocking will be necessary before the PCs can proceed further.

Example: Our party spend several IG days planning their raid on an orc camp, including making some specific tactical purchases – a Wand of Sleep and a half-dozen Antidote Potions – to exploit the weakness of the orc barbarians and counter one of their strengths (poisoned weapons). Our party is a traditional Fighter/Fighter/Cleric/Wizard/Rogue combination, but in order to make their approach to the orc camp undetected, they are required to be as stealthy as possible – not a key strength for the fighters and clerics and available only for the wizard by magical means. Their plan works and they successfully raid the camp, their stealthy approach and Wand of Sleep allowing them to neutralise the outlying guards before they can sound the alarm. They free a human slave, although they have to use several Antidote Potions, various healing abilities and potions, and several charges on the Wand of Sleep. Our party has successfully overcome a significant challenge by good use of their abilities and good planning. This quest would be properly assessed as ‘Serious’.

Example: Situation as above, but our party consists of three Fighters and two Clerics and their approach is to buff and slaughter. They fail to neutralise the outlying guards and the camp is alerted to their presence. They narrowly succeed in winning the ensuing mass melee and freeing the human slave. Although the final result may be similar, their approach has been significantly less successful than our first example, so it could be properly assessed as ‘Normal’.

Example: Situation as above, but this time our party consists of three Rogues and two Rangers, and their approach is to use stealth. They carefully reconnoitre the orc camp and are able to sneak in, assassinate the orc leader and liberate the slave, whose escape they facilitate with a series of Potions of Invisibility. While they may have arguably been the most successful of the three parties, they have not been significantly challenged: they have made use of a single set of abilities, key to their classes, that the orcs have been unable to counter. Again, this quest could be properly assessed as of ‘Normal’ difficulty.