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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.

DM Role-play XP

DM Role-play XP

As with DM Quest XP, DM Role-play XP awards are made for fixed amounts, by selecting the correct option on the ALFA XP Wand. Assessing role-play quality is necessarily more subjective than assessing the challenge level of a quest or the success with which that challenge is met.

As with DM Quest XP, DM Role-play XP awards are made on the basis of four categories:

  • Poor (15 XP / RL hour):
    the general quality of PC’s role-play is poor;
    the PC takes little or no account of circumstances;
    the role-play is of no long-term significance;
    some or all of the following negative modifiers are present:
    * OOC comments,
    * metagaming,
    * powergaming;
    OOC or inconsistent behavior.
     
  • Normal (30 XP / RL hour):
    the general quality of PC’s role-play is acceptable;
    the PC takes some account of circumstances;
    the role-play is not of particular long-term significance;
    some of the following negative modifiers are present:
    * OOC comments,
    * metagaming,
    * powergaming;
    OOC or inconsistent behavior.
     
  • Good (45 XP / RL hour):
    the general quality of PC’s role-play is good;
    the PC takes account of circumstances;
    the role-play may be of long-term significance;
    none of the following negative modifiers are present:
    * OOC comments,
    * metagaming,
    * powergaming;
    OOC or inconsistent behavior.
     
  • Exceptional (60 XP / RL hour):
    the general quality of PC’s role-play is outstanding;
    the PC takes full account of all circumstances;
    the role-play is of long-term significance;
    none of the following negative modifiers are present:
    * OOC comments,
    * metagaming,
    * powergaming;
    OOC or inconsistent behavior.

Example: During their raid on the orc camp, our party operates as a disciplined, effective unit, following the orders given to them by their chosen leader. As a group of Triad-worshiping adventurers of LG and LN alignment, this is perfectly typical behavior. There are no negative incidents and their role-play can consequently be rated as Normal.

Example: Our party operates in a similarly disciplined and effective manner, despite including the two Wisdom 8 CN halfling twins who habitually get each other into comically careless situations. While the three other PCs are rated Normal, these two should be regarded as Poor.

Example: Our party consists of a broadly chaotic group of adventurers sworn to the service of some generic evil deity. Their church has granted one member, the Cleric, total authority over the group. During their approach to the orc camp, a dispute over tactics breaks out amongst the party. The method proposed by the anointed leader is questioned by one of the party members, a CN Rogue with a high INT and WIS and a reputation for good planning. The CE Wizard, who seeks to supplant the current leader, but the two Fighters, both heavily indoctrinated and loyal servants of their church, line up alongside the Cleric. The Wizard and Rogue back down in the face of overwhelming force. The Rogue’s plan was objectively superior and in following the Cleric’s plan, the party nearly fails to rescue the slave – a servant of one of their church’s temples. This is an example of high-quality role-play, where the objectively right thing to do is sacrificed to for subjective, in-character reasons. This should properly be rated as Good role-play.

 

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