Skip to content

Experience and Rewards

Experience and rewards are here for groups that want advancement to be tracked by play rather than handled purely by story beats. The suggested method is still milestone leveling. If a major arc is finished, a personal goal is resolved, a faction changes because of the party, or the story reaches a place where new power makes sense, leveling the party is clean and usually better.

Experience points are for groups that want a visible track. They are useful when the campaign is more open, when characters can choose between many jobs, or when the table wants advancement to come from accumulated danger and effort.

Starting Gold

Starting gold is the amount of gold a character should have when beginning play at that HD. This assumes the character is starting with appropriate equipment rather than having earned every coin through play.

HD Starting Gold
165 gp
2180 gp
3540 gp
41,080 gp
51,800 gp
62,600 gp
73,800 gp
85,400 gp
97,200 gp
109,800 gp
1113,200 gp
1217,600 gp
1322,200 gp
1430,000 gp
1540,000 gp
1652,000 gp
1768,000 gp
1888,000 gp
19116,000 gp
20152,000 gp

Experience to Level

The progression chart already lists cumulative XP. The amount needed to gain the next HD is simple:

XP to next HD: Current HD x 1,000

For example, going from HD 5 to HD 6 takes 5,000 XP. Going from HD 12 to HD 13 takes 12,000 XP.

Standard Advancement Rate

A standard encounter should award about one fifth of the XP needed to reach the next HD.

Standard Encounter XP: Current HD x 200 per character

This means about five standard encounters advances a character by one HD. This is not meant to force every campaign into five fights per level. It is just the baseline that other rewards can be built from.

Story awards, discoveries, solved problems, social victories, dangerous travel, and major objectives can all award XP as if they were encounters.

Difficulty Level

Difficulty Level, or DL, is the rough challenge rating of an enemy or encounter. It is not a perfect formula. It is a way to communicate how dangerous something is expected to be.

A DL 5 sapient NPC is a character-like creature built at about HD 5 with the same kind of equipment a player character would have at that point.

A standard DL 5 encounter for an HD 5 party is a number of enemy NPCs equal to the number of player characters - 2. Minimum one enemy.

This same logic can be used at other levels. A standard DL 10 encounter for an HD 10 party would be character-like enemies with appropriate gear, with the number of enemies equal to the number of player characters - 2.

This assumes sapient enemies with gear, tactics, and options similar to player characters. Animals, monsters, undead, constructs, and strange creatures must still be built and checked. Monster math will get its own rules later.

Encounter Difficulty

Use this table when deciding how much XP an encounter is worth.

Difficulty XP Multiplier Use When
Trivial 0 The encounter cannot meaningfully threaten the party
Light x0.5 The enemies are below the party or badly outnumbered
Standard x1 The encounter matches the baseline DL and enemy count
Hard x1.5 The enemies are stronger, better positioned, or slightly more numerous
Severe x2 The encounter is likely to down characters if handled poorly
Deadly x3 The encounter can kill characters even if they make reasonable choices

The Definition Master should set the difficulty after looking at the whole situation. Terrain, surprise, preparation, resources already spent, enemy intelligence, and escape routes all matter.

Enhanced Difficulty Level

Some monsters are not just stronger. They get more turns.

A creature with two turns per round should be marked as Enhanced DL 2, written as EDL 2. A creature with three turns per round should be marked as Enhanced DL 3.

For encounter building, an EDL 2 creature counts as two creatures of its DL. An EDL 3 creature counts as three creatures of its DL.

For XP, an enhanced creature should also increase the encounter difficulty by at least one step. A monster that gets two or three turns per round changes the action economy and should be treated as more dangerous than its numbers alone suggest.

Example: One DL 10 EDL 2 monster counts roughly like two DL 10 enemies. If it also has strong defenses, area control, or good terrain, the encounter may be Hard or Severe even before adding other enemies.

Awarding XP

XP is awarded to each character who participated in the encounter or objective. Participation does not always mean dealing damage. Scouting, healing, negotiating, disabling traps, carrying the wounded, and solving the actual problem all count.

If the party avoids an encounter through good planning, stealth, diplomacy, or clever use of resources, they should usually receive the XP for that encounter. The point is overcoming the problem, not making sure everything dies.

If the party creates a problem and then defeats it for no meaningful gain, the Definition Master does not need to award XP.

Treasure from Encounters

Starting gold and earned treasure are not the same thing. A character who starts at HD 10 simply receives appropriate gear. A character who plays from HD 9 to HD 10 will spend money, use consumables, miss some loot, sell things below full value, pay for services, and find rewards that are useful but not perfectly efficient.

Because of this, encounter-based campaigns should award more total treasure than the difference between starting gold values.

As a default, each HD should offer about 150% of the difference between the current starting gold and the next starting gold. This is the reward budget for that HD. If the group levels after about five standard encounters, the average reward per standard encounter should be about one fifth of that budget.

These numbers are per character. For a group reward, multiply by the number of player characters.

Current HD Reward Budget to Next HD Average per Standard Encounter
1150 gp30 gp
2550 gp110 gp
3800 gp160 gp
41,100 gp220 gp
51,200 gp240 gp
61,800 gp360 gp
72,400 gp480 gp
82,700 gp540 gp
93,900 gp780 gp
105,100 gp1,020 gp
116,600 gp1,320 gp
126,900 gp1,380 gp
1311,700 gp2,340 gp
1415,000 gp3,000 gp
1518,000 gp3,600 gp
1624,000 gp4,800 gp
1730,000 gp6,000 gp
1842,000 gp8,400 gp
1954,000 gp10,800 gp

Treasure can be coins, gems, trade goods, useful equipment, magical items, favors with clear value, land rights, rare materials, or anything else the party can actually use or convert.

Enemy gear counts as treasure if the party can recover and sell or use it. Bonded gear, broken gear, cursed objects that cannot be sold, and equipment that only exists as part of a monster usually should not count at full value.

Land, workshops, civic rights, and other productive assets use the broader assumptions in Setting Economics. These rewards can be worth far more than personal gear while still being difficult to sell, divide, move, or convert into adventuring equipment.

Milestone Rewards

If using milestone leveling, still watch the starting gold table. Characters should not be wildly below expected wealth unless the campaign is deliberately about scarcity.

When the party levels by milestone, the Definition Master should make sure rewards, recovered equipment, favors, and opportunities keep them close to the starting gold value for their new HD.