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Exploration Experience


This simple system changes experience point awards to be based on exploration, rather than monster killing or treasure grabbing.

XP is a pain to work with.  It's fiddly.  It's homework for the GM.  Moreover, it's kludgy to award XP for foes killed and treasure taken, if the PC's goals are not to kill foes or take treasure.  This is a solution that makes XP easy and emphasizes exploration over combat and treasure.  GM's can calculate XP in minutes.

I made this system for myself, first and foremost, and I'm now using it in all the games I run.  The idea is extremely simple: give XP for places explored, rather than for foes killed or treasure taken.  This will make XP totaling easy and fast, and it will reward players for exploration.  Since PC's will still be in danger by exploring, and may well still want treasure for its own sake, it does not make things any easier on them.  Entering that room won't change the fact that a giant spider is about to pounce on them.  Instead, this system frees players to play their characters the way they want to play them.  Sneaking past monsters or not caring about treasure are fine.  However, you have to dare to explore key areas, or you won't advance.  This incentivizes players to explore everything.  It's perfect for GM's who want to make exploration the focus of their adventures and campaigns.

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William L May 30, 2022 9:30 pm UTC
3 pages - and 1/3 of one page is the actual rules and it's nothing that hasn't been discussed a million times before online for free. Save your buck.
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1.14 MB
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File Last Updated:
May 11, 2022
This title was added to our catalog on May 13, 2022.
Ivan Richmond
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