D&D: Experience for idle PCs

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Paladin426

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A group of my friends and I recently started by playing Dungeons & Dragons, starting with the fourth edition. For our first adventure, I am the DM. I'm somewhat unhappy with many of the choices I've made about how to handle certain things. One of these is the allocation of XP. I'm looking for suggestion on how to handle giving XP to the players who are not present at the moment.

I could give them nothing, or I could divide the XP from an encounter amongst the entire group, including the idle players. Any suggestions anyone has would be appreciated. Thank you.
 

crimson5pheonix

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Paladin426 said:
A group of my friends and I recently started by playing Dungeons & Dragons, starting with the fourth edition. For our first adventure, I am the DM. I'm somewhat unhappy with many of the choices I've made about how to handle certain things. One of these is the allocation of XP. I'm looking for suggestion on how to handle giving XP to the players who are not present at the moment.

I could give them nothing, or I could divide the XP from an encounter amongst the entire group, including the idle players. Any suggestions anyone has would be appreciated. Thank you.
I would say it depends on why they aren't there. If they got called away mid game, give them full XP. If they called with a reason that seems silly to the entire group, give them a penalty.
 

oplinger

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We usually gave them nothing when we played. You're not there, you do nothing, you learn nothing, you get nothing.

Or if we were feeling nice (like the person was sick, or an emergency) we'd take their player sheet (DM held onto them) and have someone else play for them.

However you could do like some RPGs, give people not actively there half the XP.
 

Paladin426

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Good ideas. For the most part, the reason is work. One of the players is planning on joining another group that meets the same day as ours, just later. So he'd play for about 3 hours with us and leave to go play with the others. I might give him the penalty.
 

pirksaddict

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Well. I DM a regular group that gathers every thursday. We've been running for roughly a year now with minimal total interruptions. :) It's a good story, with an even better set of characters. Here's how we handle absence:

If they don't show, they get nothing. UNLESS the character in question is particularly vital to the party's plan to get through a specific obstacle. In which case, they get xp for that action that was so vital.

As DM, I keep the character sheets. That way I can take note of any interesting or new items/ abilities they may have acquired as well as hit point totals, bonuses and stuff like that. If someone doesn't show, I typically see if another member of the group is willing to play the character for the duration of the session. If someone is willing to play as someone else as well as themselves for the night, I typically give the person pulling double duty and xp bonus simply because, they actually had to do some semblance of "work" in order to help keep things running smoothly.

Roleplaying two characters can be rather difficult and as DM, holy balls can I sympathize when I'll occasionally have to RP for an entire ship's crew or some other nonsense...

If they have a legit reason they can't come, give them the token "Thanks for playing" xp. I usually split my xp into a couple of different categories. I write down what they get on cards to keep things more organized for everyone. That way I also have to answer a lot less questions about who earned what and why... o_O Depending on what happens in a session you might see: a token session xp bonus (Always there...), combat kills, combat teamwork, NPC roleplay, party roleplay, Boss fight(taking part in it), Boss kill bonus(landing the final blow typically 10 to 100 xp more than the participation depending on the boss...), puzzle solving, DM assistance (keeping the party going where I want them to go without driving me insane... usually a token 10xp or some nonsense.) and a host of other categories.

When they can't come for good reason, I typically just give them the token xp and occasionally a bonus if their character was key to whatever actually happened. If the reason is big enough, as a group we typically say "fuck it" and delay a week choosing to just hang out instead. Reasons that have caused that kind of response have included, hospital trips, weddings (two group members actually...lol) funerals, car accidents and just being generally very ill. We'll usually delay things though so that if they can show up late they don't miss much...
 

Mikodite

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I can't gauge the kind of group you're Dming, but people do have lives and things more important than DnD 4.0. Remember, however you do it that its a game, and games are suppose to be fun. DnD 4.0 wasn't intended to be a second job or more work in the case of students, and the principle of not awarding XP to non-active players does imply the "you didn't do the work so you're not getting paid."

PCs who chronically don't show up should be booted from a campaign for the simple reason of the DM not wanting to put extra work in keeping track of a player that doesn't have the time to show up. If the player doesn't have time for DnD and has bigger priorities they should put their gaming hobby on hold while they sort out their lives (the principle behind that). As for a player who was sick, had an emergancy, or an important appointment that couldn't be rescheduled, just give them the full XP. Why? Player balance. You do not want some members of your party being level 10 while others are level 8. Also makes life easier on the DM when they design random encounters and monster HD so that the party is reasonably challenged.

Just my two sense.
 

Paladin426

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pirksaddict said:
Wow. I'll have to take a lot of those into consideration. At the moment, everyone earns the same XP. Its the first campaign we've run. My first as well. Hopefully things like XP and general design become easier over time.
 

Zechnophobe

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Paladin426 said:
A group of my friends and I recently started by playing Dungeons & Dragons, starting with the fourth edition. For our first adventure, I am the DM. I'm somewhat unhappy with many of the choices I've made about how to handle certain things. One of these is the allocation of XP. I'm looking for suggestion on how to handle giving XP to the players who are not present at the moment.

I could give them nothing, or I could divide the XP from an encounter amongst the entire group, including the idle players. Any suggestions anyone has would be appreciated. Thank you.
I've been DMing for a while, and here's what I do: I split up the story of the gameworld I'm telling into chapters. At the end of each chapter, players level up. I do away completely with the ridiculous headache of experience, and make their gains tied directly into the narrative. In my current campaign, I have split up the levels (1 to 30) into three 'books' of 10 chapters, so 1-10, 11-20, 21-30. So that corresponds to a 'book' for each tier of the game. We are currently in book 2 chapter 2 (Level 12). Each book also has a story of its own, and a rise and fall in excitement.

It works well for me, and also lets me do things like name the chapters of the game for story reasons.

Anyhow, take what you will.
 

Paladin426

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Zechnophobe said:
Paladin426 said:
A group of my friends and I recently started by playing Dungeons & Dragons, starting with the fourth edition. For our first adventure, I am the DM. I'm somewhat unhappy with many of the choices I've made about how to handle certain things. One of these is the allocation of XP. I'm looking for suggestion on how to handle giving XP to the players who are not present at the moment.

I could give them nothing, or I could divide the XP from an encounter amongst the entire group, including the idle players. Any suggestions anyone has would be appreciated. Thank you.
I've been DMing for a while, and here's what I do: I split up the story of the gameworld I'm telling into chapters. At the end of each chapter, players level up. I do away completely with the ridiculous headache of experience, and make their gains tied directly into the narrative. In my current campaign, I have split up the levels (1 to 30) into three 'books' of 10 chapters, so 1-10, 11-20, 21-30. So that corresponds to a 'book' for each tier of the game. We are currently in book 2 chapter 2 (Level 12). Each book also has a story of its own, and a rise and fall in excitement.

It works well for me, and also lets me do things like name the chapters of the game for story reasons.

Anyhow, take what you will.
That's a great idea. I really do like that.