Scaling Experience for none combat related things.


Advice


So in a game I am running the players are going have to go through a maze of tunnels and I would like to give them experience for figuring out the maze. However there aren't going to be many monsters in it that they can fight so how should I scale the experience they earn. They are on the fast track if that helps!


1) How many XPs do they have now?
2) How many XPs do you want them to have afterwards?
3) How many XP will they get from monsters?

XP for tunnels = 2-1-3. Done.


If you have traps, those also have CR ratings as well.


How much effort is it for a group of that level to get through the maze? Is it an epic challenge? Then the CR of the maze is their level +3.


The typical rule is that if the PCs do something that doesn't have an XP value attached to it, but that you think they should get XP for, then they gain XP equal to their APL.

If the challenge was easy, then give the XP of APL - 1, but if it was hard, give XP of APL + 1. I'd say avoid divvying out APL + 2 and +3 xp for such encounters. It is probably better to have more instances where the PCs should get XP than to have an encounter that they're going to slam their heads against for an hour then decided to just smash it with a hammer or acid splash it until the GM caves and lets them proceed.

If you want your maze to be an epic challenge, have "milestones" where the PCs should get XP. As a general rule, mazes only have one actual path through. Just note where they should get XP, but don't tell them unless they hit all of the dead ends before actually making real progress.

At the end of the day, most mazes are just an exercise in elimination, doubly so with a map, so I'd say have multiple easy (APL -1) xp drops. Mix things up, have some "correct" paths be completely clear, but then have others be trap laden. Have paths to dead ends also sometimes be completely clear while others should have tons of hazards. Remember that players tend to look at resistance to progression as a clear sign that it is the path towards progress. You have contemporary game design to blame for this.


Matthew Downie wrote:
How much effort is it for a group of that level to get through the maze? Is it an epic challenge? Then the CR of the maze is their level +3.

It's going be a pretty complicated maze.

Hzardus wrote:
If you have traps, those also have CR ratings as well.

So that's how that works! I was planning on having mini cave-ins because of firebleeder-quakes (thread that explains). So they should get experiance by those.

Casual Viking wrote:

1) How many XPs do they have now?

2) How many XPs do you want them to have afterwards?
3) How many XP will they get from monsters?

XP for tunnels = 2-1-3. Done.

They are level 2, and by the end of the maze I am hoping to get them up to level 5.

Taku Ooka Nin wrote:
At the end of the day, most mazes are just an exercise in elimination, doubly so with a map, so I'd say have multiple easy (APL -1) xp drops.

I was planning on having a few "correct" paths but they all would keep leading back to a certain point, so they aren't dead ends, but no progression either.

Sovereign Court

Non-combat encounters can still be a "challenge" so you can still give them a CR, based on how hard they should be to overcome/how many resources you think the PCs would need to expend. You often see this with Traps and Hazards in scenarios. But it also works for a puzzle that might require a couple of divination spells to figure out.

Scarab Sages

Mazes can be interesting challenges, but I would advise to make sure that the maze features other non-combat hazards and challenges besides simply navigating the layout. Speaking from experience: it if takes too long players will get bored. Allow the PCs skill rolls and such so that they can use their character's abilities in order to complete the maze faster.


Ascalaphus wrote:
Non-combat encounters can still be a "challenge" so you can still give them a CR, based on how hard they should be to overcome/how many resources you think the PCs would need to expend. You often see this with Traps and Hazards in scenarios. But it also works for a puzzle that might require a couple of divination spells to figure out.

I love puzzles but currently none of my players have grabbed any divination spells that could help solve one.

Wolfsnap wrote:


Mazes can be interesting challenges, but I would advise to make sure that the maze features other non-combat hazards and challenges besides simply navigating the layout. Speaking from experience: it if takes too long players will get bored. Allow the PCs skill rolls and such so that they can use their character's abilities in order to complete the maze faster.

They are going be trying to find a person hidden in the maze, so I was thinking they would use the survival skill to help track the tracks.

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