When do you award XP for bloody skeletons?


Rules Questions

Grand Lodge

I wasn't sure where to put this, but figured it is closer to a rules question then it is to advice.

In any case, here is my question.

When do you award experience for bloody skeletons?

Gaining experience is usually awarded for overcoming a challenge, defeating a monster etc...

Now bloody skeletons, if killed normally will come back in about an hour.

Deathless (Su)

A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

So my question is... would you award experience for killing them without truly destroying them?

Example: A party destroys a large group of them, but doesn't truly destroy them with holy water or positive energy etc... then continues through a dungeon and later camp, now after camping the skeletons are able to return to unlife start regaining hp and then seek out the pcs and try and kill them again (technically)... I feel like some pcs might abuse this and just rinse and repeat an encounter to gain experience...

Am I wrong to only award experience after they are truly dead or should you award experience for "killing" them?


You award exp twice. Defeating a monster doesn't necessarily mean kill. You could end up fighting vampires or a lich several times over your adventuring career. Each time you beat them back you get exp.

Silver Crusade

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Stop awarding experience. It's a waste of time and only causes needless book keeping.*

That being said, you award experience when the encounter is overcome/defeated/cleverly avoided/etc.

Defeating the skeletons and moving on could award some experience.

Defeating the skeletons and then utterly destroying them could award full experience.

Defeating the skeletons and moving on to be later ambushed by same said skeletons and THEN figuring out, "Oh, we need to do X to lay them to rest!" and then performing said X could grant full experience.

Basicaly, you award what you feel they earned. Nothing more, nothing less.

"Camping" their corpses and "killing" them over and over again would simply waste resources and time and be boring as all hell. D&D/Pathfinder is not a computer game. They can only "camp" a "spawn" for experience if you give it to them.

And finaly, as I stated above, stop awaring experience. It's a waste of time and only causes needles book keeping.*

* This is, of course, only an opinion that you may heed or ignore as you see fit. Some people like giving experience. Some people think it is the Devil. Personaly, I just find it tedious and a waste.


I like experience....

That said: Generally, you decided when something is "defeated". In some cases, you can defeat a creature more than once--e.g., you knock out the bandit leader, cart him off to the dungeons, he breaks out a week later and rounds up some followers and a magic item or two to get his revenge on you and you beat him again. That warrants XP again, even for the creature you "defeated" twice.

If you fight a group of gnolls until they run away, that's XP. If you chase them down and kill them, you don't get XP again.

My personal rule of thumb: If, in the second encounter with the same creature, the enemy fully benefited from the time elapsed between the two encounters, it's a separate encounter with its own XP value. That means the enemy had a chance to rest back to full health, regain any spells or other daily resources, and especially if he had a chance to set up a new strategy. If the enemy is still badly beaten from your prior encounter, no more XP. If it's somewhere in between, I adjust it by situation.

Bloody skeletons are special, of course. I would award XP for regular skeletons the first time, then give them the rest of the XP (bloody XP - regular XP) when they permanently destroy the bloody skeletons.

(Edited for clarity.)

Silver Crusade

Nothing wrong with liking experience... personal preference and all.

There is a difference between what the OP is worried his playes will do with the skeletons and defeating the bandit leader, carting him off to the dungeon and then defeating him again after he escapes said dungeon six months later to execute his revenge plot... only to be defeated again. That would warrant a new encounter and new experience.

The OP is worried his players will defeat the skeletons... wait for them to get up so they can defeat the skeletons... wait for them to get up so they can defeat the skeletons... ad nauseam. Difference. And one that should not be rewarded in the slightest. As I said, it would simply waste resources/time and be boring as all hell... and would award no further experience beyond the first defeat of said skeletons.


If your party is trying to get somewhere and the skeletons are an obstacle to that goal, and they defeat them for the time being, they've overcome the obstacle regardless of the fact that the skeletons will reform. If they never have to go through that location again and never encounter the skeletons again, they're as thoroughly defeated, insofar as they were an obstacle to the goal, as they would be if they had been utterly destroyed. If they realize the skeletons would reform and undertake additional actions or use additional resources to make sure they are completely destroyed, then perhaps they deserve an additional reward (XP, reputation, blessings of the gods, whatever). If they encounter the skeletons again as a new obstacle, then they should be rewarded with XP or other such things when they overcome that obstacle, just as you would reward them for any other obstacle.


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Chances are either the party will kill them and cleanse them in one session or kill them and never come back.

In the case they kill and cleanse them in one session I'd award them full exp, or even bonus exp. I would never however, allow them to "farm" exp.


Tempestorm wrote:
Stop awarding experience. It's a waste of time and only causes needless book keeping.*

This. SO MUCH THIS.

Experience points, by themselves, do absolutely nothing. They're just a pacing mechanism; you should have X fights before going up a level. Instead of fussing with the math, just level up after X fights ... where X is whatever number you feel appropriate for your game. Or just 'level up when you hit a major story point' or 'when you defeat a major enemy' or even 'whenever the group votes and agrees on it'.


Paladin of Baha-who? wrote:
If your party is trying to get somewhere and the skeletons are an obstacle to that goal, and they defeat them for the time being, they've overcome the obstacle regardless of the fact that the skeletons will reform. If they never have to go through that location again and never encounter the skeletons again, they're as thoroughly defeated, insofar as they were an obstacle to the goal, as they would be if they had been utterly destroyed. If they realize the skeletons would reform and undertake additional actions or use additional resources to make sure they are completely destroyed, then perhaps they deserve an additional reward (XP, reputation, blessings of the gods, whatever). If they encounter the skeletons again as a new obstacle, then they should be rewarded with XP or other such things when they overcome that obstacle, just as you would reward them for any other obstacle.

Yep. You award XP for overcoming encounters in your way even if you don't kill or otherwise destroy them. If you managed to get the skeletons trapped in a deep pit or behind an engineered cave-in so they are a neutralized obstacle to the adventure at hand, that's worth full XP even though you didn't eradicate the skeletons. And if they aren't really a threat or obstacle (or in some cases even a danger), you shouldn't award XP for them.


OK, great advice to stop using XP. But obviously the OP likes XP, so it's not helping him.

As for the monsters, you normally only get XP for the same monster one time. I can't seem to find this in the Pathfinder books so maybe I'm just remembering old advice from the Dungeon Master's Guide. In any case, imagine if the PCs captured a few of these skeletons and took them back home. Every hour, they could fight the skeletons, as many times per day as they want, in the safety of their own home. When they're tired, or out of spells, they can rest in the safety of their home. They could kill these skeletons a thousand times if they want, in perfect safety, getting XP from every kill, until they're 10 levels higher than the skeletons' CR.

You wouldn't want that.

So the general advice is to only give XP one time for any monster, no matter how many times the group fights it.

Further advice that clarified the general advice said that sometimes the same monster is a real challenge, a real obstacle to the progress of the PCs. An example given is a recurring villain who shows up once or twice in each story arc - every time he shows up he is a new challenge that must be overcome. In that case, it makes sense to award the XP for each separate encounter with him.

Extrapolating from that, I would say that if they just stand around and keep fighting the bloody skeletons, only give XP one time. But if they have to fight them once to get into the dugneon (give XP) and then have to fight them again on the way out when they're tired, beat up, short on spells, etc., then I would award the XP again - even though they're the same skeletons and the same challenge, the obstacle has changed and it really is a true encounter and a true obstacle, so it should be worth XP this second time.


DM_Blake wrote:
OK, great advice to stop using XP. But obviously the OP likes XP, so it's not helping him.

Your definition of 'obvious' is questionable.


There's no reason to say in the rules that a party should only get XP for one monster once. As DM_Blake and I have agreed upon, if a recurring monster or monsters represent two separate challenges, then XP should be awarded twice.

Example from the Skulls and Shackles:
In Skulls and Shackles, there are multiple situations in which a major villain could escape and return later. For instance, Mister Plugg could, after the mutiny at the end-ish of the first book, see that his allies are dead or defeated, and dive off the boat, getting to a nearby island or finding some other way to survive. If he does this, the party should still get XP for beating him, certainly. And when he returns to take revenge (as he should, otherwise why did you have him escape?) with new allies and/or additional class levels, they should get XP when they defeat him then, as well.


If it's the same encounter, like the same skeletons getting up and following the PCs to a new room, then that's only grounds for XP once. If the PCs' goal was to get past the skeletons, but then later they come back for a different reason, they can get XP again (the fact that it's the same skeletons as before is incidental, but adds a lot to the immersion).

If their goal was "defeat the skeletons", it depends on whether they should have been expected to know they can come back - for example, if they killed a wizard, but he was actually a loch using Alter Self, then award XP. If they *know* they're fighting a vampire, and they let them escape, they didn't defeat them.

Honestly though the XP rules are among the loosest in the game. As long as you keep an eye on how much wealth you give your players before they level up (according to your judgment of course), you could award as much XP as you like.

Liberty's Edge

I LOVE XP. And so do my players, no matter how many people on forums hem-haw about it. Telling Caws Rorec to dump it entirely is not only unhelpful but also irritating. Either respond to his question or don't respond at all.

Caws Rorec, if you think the PCs are abusing the reanimation of bloody skeletons, don't award XP. If they're defeating them and then moving on, award the XP.

You're the GM -- award as much XP as you like, when you like. Or take the (out-of-context) advice of some people and ditch it entirely. That's the beauty of being GM.


Reward the players when they defeat challenges that impede their goals.

Defeat is entirely dependent on the context of the story.

If the skeletons are a speedbump on the way somewhere and their continued existence doesn't matter, then award them as soon as they get past the skeletons. If the players go to extra lengths for permanent destruction of the skeletons because it is the right thing to do and it is in character, bonus XP may be merited.

If the plot is about the skeletons, and they have arrived to finally end the skeleton menace, don't award xp till they are finally destroyed.

The message here is that XP is goal-oriented. Award full XP in any situation where the monster is a direct impediment to the PCs' goals, and the PCs neutralize that impediment. (So yes for sneaking past guard monsters!)

If the monster doesn't impede their goals somehow, but they hunt and kill it anyway, NO XP. Unless, of course, they are role-playing the reasons for doing this ("We must kill the monster so the local town is safe") in which case, this has really become a secondary goal of the PCs.


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If the goal was 'kill the vampire' and you just drive him away, then yeah XP is lower or none. If the goal is 'get out of the castle alive' then driving the vampire away is entirely a 'win'.


The XP vs. No XP conversation belongs in its own thread.


If leaving the skeletons alive can reasonably be called a mistake, then they shouldn't get XP. I've been known to give half XP for "mere survival" in some instances where the goal was not achieved but the fight was way hard. After all, in real life, we improve through failure!

Again, you need to look at the context to set XP awards. Absent the context, the rule gets very silly very fast.

Let's go kill some boars!


From a sophisticated point if view, XP exist for two reasons - player gratification and GM pacing.

The first is fairly obvious; the players want to feel like they accomplished something. Withholding XP because of a technicality can be frustrating for them, so I'd recommend always being prepared to offer at least a partial reward even if the players technically lost. Why? Because it encourages players to act in character. They don't need to worry so hard about their meta-advancement if they know that their progress in the game is what matters. They'll trap the vampire because they want to win, not because they are afraid of losing XP if he flees.

The second is more subtle; it allows the GM to set the pace of the game, such that the players are exactly as powerful as he wants them to be at any given time, which is why there are three different XP trees for leveling up - they can easily be changed. It also allows you to control wealth; if the players defeat the skeletons and find the scrolls they were guarding, giving them the XP helps account for that. If they fail to find the loot, consider not awarding the XP.

Which brings up the last point - don't award XP right after combat. Wait for the end of the session or the adventure. An XP award shouldn't be a Spot Check for Significance (kind of like how using a unique miniature is a giant "important" on an NPC.


Are the skeletons the problem, or is their menace the problem. Same with the reoccurring villain. You are not getting XP for defeating the villain, but rather his plan. If you get the villain as well, get bonus XP.

As others have said, bypassing the skeletons by will gain XP the first time just as bypassing guards several times nets one XP set, not many.

As for camping on the spawning point goes, only get XP once. By waiting for the respawn, they are allowing the skeletons to regain viability and thus no longer defeated.

/cevah


Mythic Evil Lincoln wrote:
The XP vs. No XP conversation belongs in its own thread.

If the problem is 'I'm not sure how to award XP', how is 'you don't need to, here's another system' not germaine to the conversation?

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