Tuesday, April 22, 2025

Tweaking DCC XP rewards

I should really ditch the DCC XP rewards system, as it is not OSR. It rewards fighting, so fighting becomes the thing. Some may counter that avoiding fights can also grant XP in DCC, but it is super hard to judge how much to give in those cases*.

But I am trying to give it another shake, for some reason. 

Readers of the blog may recall I messed with XP rewards for exploits. It worked too well. We had a player level up three sessions in a row. Way too fast. So I want something that is just slightly fast. I can still repurpose some of those exploits as Luck score rewards instead.

Here is what happens when we multiply XP rewards by a small bit, then round the numbers to the nearest integer:

Level Base 1 XP Base 2 XP Base 3 XP Base 4 XP
14678
257810
3691011
47101113
58121316
69131517
710141619
811161821
912172023
1013192226
So if you have a level 1 dingus who is a survivor of a bloodbath, instead of getting 4XP, they actually get 8XP. The game Judge doesn't have to change their 0 to 4XP scale, they just need to show this table to the players.

How does this look in play? Well, I'll have to find out, but if we imagine average XP for average fights, we get something like this:
To Level XP Needed Avg XP/Enc Encounters Needed
2406.257
3607.259
4808.0010
51009.0012
612010.5012
714011.5013
816012.2514
918013.7514
1020014.7514

Maybe that will be fast enough, especially if I give XP for a variety of risky events. Maybe too fast! I may have a followup report some day.


*: Oh, you didn't know that the chest you didn't mess with was trapped... have uh, 3XP cause maybe you wouldn't have saved versus the poison needle in a hypothetical world? Oh, now you want to go back and mess with the chest cuz you think it being trapped means there will be treasure and if you survive the trap you'll get more XP?


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Share good posts with good goblins. Claytonian at the gmails.

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