💾 Archived View for idiomdrottning.org › three-pillars-xp-revisited › index.html captured on 2024-08-18 at 19:20:02.

View Raw

More Information

⬅️ Previous capture (2020-09-24)

🚧 View Differences

-=-=-=-=-=-=-

<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en" dir="ltr">
  <head>
    <title>Three Pillars XP, revisited</title>
    <meta http-equiv="Content-Type" content="text/html;charset=utf-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1" />
    <meta name="dc.title" content="Three Pillars XP, revisited"/>
    <meta name="dc.created" content="2018-07-13 12:27:31 +0200"/>
    <meta name="dc.creator" content="Idiomdrottning"/>
    <meta name="dc.license" content="https://creativecommons.org/licenses/by-sa/4.0/"/>
    <link rel="alternate" type="application/atom+xml" title="Idiomdrottning" href="https://idiomdrottning.org/blog" />
    <link rel="alternate" type="application/atom+xml" title="Idiomdrottning — rpg" href="https://idiomdrottning.org/blog/rpg" />
    <link rel="alternate" type="application/atom+xml" title="Idiomdrottning — rpg (English only version)" href="https://idiomdrottning.org/blog/rpg/en" />
    <link rel="alternate" type="text/plain" title="twtxt feed" href="https://idiomdrottning.org/blog.txt" />
    <link rel="alternate" type="text/plain" title="twtxt, but it's only rpg" href="https://idiomdrottning.org/blog/rpg.txt" />
    <link rel="alternate" type="text/plain" title="twtxt, but it's only English-language rpg" href="https://idiomdrottning.org/blog/rpg/en.txt" />
    <style>
      html {padding-left: 1em; padding-right: 1em;}
      h1, h2, h3 {text-align: center; font-style: italic;}
      h2 {margin-top: 3em;}
      a {color: #321eb0;}
      a:visited {color: #9c1eb0;}
      body {max-width: 45em; margin-left: auto; margin-right: auto; margin-bottom: 12em; background-color: white; color: black;}
@media (prefers-color-scheme: dark) {body, a, a:visited {
					 color: #feec7c; background-color: #1e0708;}}

      </style>
<link rel="icon" type="image/png" href="/favicon.png" />
  </head>
  <body>
    <p style="text-align: center;">
      <a href="https://idiomdrottning.org" style="border:none;">
	<picture>
	  <source srcset="/idiomdrottning_dark_thistle.png" media="(prefers-color-scheme: dark)"/>
	  <img style="border:none; width: 154px; margin: auto;"
	       src="/idiomdrottning_just_thistle.png" alt="Idiomdrottning’s homepage"/>
	</picture>
      </a>
    </p>

    <h1 id="three-pillars-xp-revisited">Three Pillars XP, revisited</h1>

<p>The <a href="http://dnd.wizards.com/articles/unearthed-arcana/3pillarxp">Three Pillars
UA</a> had some
problems. It wasn’t great that defeating 50 kobolds gained you a level
no matter how good you were, but the biggest problem for me was this:
when you have a party of mixed levels, the normal XP system from the PHB
allows the lower leveled PCs to <a href="/almost_catching_up/">almost catch up</a>.
That went away with the Three Pillar “100 xp” model.</p>

<p>So here’s my attempt at a revised version, partly inspired by <a href="http://walkingmind.evilhat.com/2011/10/05/roleplay-and-exploration-rewards/">this post
on The Walking
Mind</a>.</p>

<p><em>I don’t use this rule anymore, so this page has been <strong>obsoleted</strong> by
<a href="/xp-for-gold">XP for gold</a>, which uses the “discovering items” rules
from here but ditches the locations, convincing people, or trouble xp.</em></p>

<h2 id="pillar-triggers">Pillar triggers</h2>

<h3 id="discovering-items">Discovering items</h3>

<dl>
  <dt>Tier 1</dt>
  <dd>A single item worth 100 gp or more, or a nonconsumable rare magic
item</dd>
  <dt>Tier 2</dt>
  <dd>A single item worth 1,000 gp or more, or a nonconsumable very rare
magic item</dd>
  <dt>Tier 3</dt>
  <dd>A single item worth 5,000 gp or more, or a nonconsumable legendary
magic item</dd>
  <dt>Tier 4</dt>
  <dd>A single item worth 50,000 gp or more, or an artifact</dd>
</dl>

<h3 id="discovering-locations">Discovering locations</h3>

<dl>
  <dt>Tier 1</dt>
  <dd>A location important to a small town or village</dd>
  <dt>Tier 2</dt>
  <dd>A location vital to a kingdom</dd>
  <dt>Tier 3</dt>
  <dd>A location important across a world</dd>
  <dt>Tier 4</dt>
  <dd>A location of cosmic importance</dd>
</dl>

<h3 id="convincing-people">Convincing people</h3>

<dl>
  <dt>Tier 1</dt>
  <dd>An NPC with influence over a small town or village, or the
equivalent</dd>
  <dt>Tier 2</dt>
  <dd>An NPC with influence over a city or the equivalent</dd>
  <dt>Tier 3</dt>
  <dd>An NPC with influence over a kingdom, a continent, or the equivalent</dd>
  <dt>Tier 4</dt>
  <dd>An NPC (including a deity) with cosmic significance or influence
across multiple worlds</dd>
</dl>

<h2 id="pc-tiers">PC tiers</h2>

<dl>
  <dt>Tier 1</dt>
  <dd>levels 1 to 4</dd>
  <dt>Tier 2</dt>
  <dd>levels 5 to 10</dd>
  <dt>Tier 3</dt>
  <dd>levels 11 to 16</dd>
  <dt>Tier 4</dt>
  <dd>levels 17 to 20</dd>
</dl>

<h2 id="the-table-then">The table, then</h2>

<p>There are some different ways to determine “party level”, you could do
“average PC level”, or you could take the highest level, or the lowest,
or the highest-that-at-least-two-people-have, or the medium, or w/e. Up
to you but be consistent.</p>

<p><strong>Our group’s rule is: the second-highest level of a player
character.</strong></p>

<p>Then whenever the group does a pillar trigger, look up the xp reward for
their level, relevant to the tier of the trigger compared to their own
tier. Discovery triggers below their own current tier don’t give any xp,
but convincing people of (any) lower gives half the xp that matching
their current tier would.</p>

<p>Party level   Matching tier   One tier higher   Two tiers higher   Three tiers higher
  ————- ————— —————– —————— ——————–
  1             30              60                90                 120
  2             60              120               180                240
  3             180             360               540                720
  4             380             760               1140               1520
  5             750             1500              2250               3000
  6             900             1800              2700               3600
  7             1100            2200              3300               4400
  8             1400            2800              4200               5600
  9             1600            3200              4800               6400
  10            2100            4200              6300               8400
  11            1500            3000              4500               6000
  12            2000            4000              6000               8000
  13            2000            4000              6000               8000
  14            2500            5000              7500               10000
  15            3000            6000              9000               12000
  16            3000            6000              9000               12000
  17            4000            8000              12000              16000
  18            4000            8000              12000              16000
  19            5000            10000             15000              20000</p>

<p>For these rewards, give out the full reward to each party member.<br />
The third pillar, fighting and killing, just use the normal xp for
monsters, dividing it among the party as usual.</p>

<h2 id="trouble----a-fourth-pillar">Trouble – a fourth pillar</h2>

<p>I also like to give rewards for players getting out of deathly trouble
especially when they didn’t fight their way out of it.</p>

<p>Party level   Sorta dangerous… I guess   Really dangerous!
  ————- —————————- ——————-
  1             50                           100
  2             100                          200
  3             150                          400
  4             250                          500
  5             500                          1100
  6             600                          1400
  7             750                          1700
  8             900                          2100
  9             1100                         2400
  10            1200                         2800
  11            1600                         3600
  12            2000                         4500
  13            2200                         5100
  14            2500                         5700
  15            2800                         6400
  16            3200                         7200
  17            3900                         8800
  18            4200                         9500
  19            4900                         10900
  20            5700                         12700</p>

<p>Like the discovery and the social pillar, and unlike fighting, these
rewards are per person, not split between the group.</p>

<h2 id="bonus-two-player-campaigns">Bonus: two player campaigns</h2>

<p>If you’re using <a href="https://idiomdrottning.org/two-player-xp">the XP curve for two player
campaigns</a> you can use the
same Trouble table, and you can also use the same pillar xp table if you
shift the tiers, making the lower tiered discoveries and interactions
relevant for longer.</p>

<h3 id="2p-level-tiers">2P level tiers</h3>

<p><em>(for this purpose)</em></p>

<dl>
  <dt>Tier 1</dt>
  <dd>levels 1 to 9</dd>
  <dt>Tier 2</dt>
  <dd>levels 10 to 16</dd>
  <dt>Tier 3</dt>
  <dd>levels 17 to 20</dd>
</dl>

  </body>
</html>