Difference between revisions of "Rewards"

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=Expedition XP=
=Expedition XP=
An expedition ends when you return to relatively-safe civilization (or in an urban adventure, after you escape pursuit and other immediate repercussions).
* An expedition ends when you return to relatively-safe civilization (or in an urban adventure, after you're clear of immediate repercussions).
All XP is tallied for the expedition, then divided among the PCs (1 share each) and NPC companions (1/2 share each).
* All XP is tallied for the expedition, then divided among the PCs (1 share each) and NPC companions (1/2 share each).
Companions are those who face danger on a roughly equal footing to the PCs.  Camp guards, porters, and other hirelings don't get a share.
** Companions are those who face danger on a roughly equal footing to the PCs.  Camp guards, porters, and other hirelings don't get a share.
The monetary value of any treasure can be divided as desired, without affecting the XP.
Companions generally expect at least a 1/2 share of the monetary rewards as well.


==Treasure==
====Treasure====
Gain 1 XP per 1 GP of treasure retrieved during your expedition.
* As a base, gain 1 XP per 1 GP of treasure retrieved during your expedition.
Treasure means loot gained from facing monsters, traps, and other dangers or hardships, including from rewards paid for facing that danger in pursuit of some goal.
* A site's danger level provides a risk multiplier, which is applied to all treasured gained on that expedition (XP = GP x risk multiplier).
Some rewards may be inflated with "non-XP-bearing wealth" (such as from haggling up the base price).
** Treasure means loot gained from facing monsters, traps, and other dangers or hardships, including heist loot and rewards paid for facing danger in pursuit of some goal.
Mundane arms, armor, and other gear does not count as treasure for XP, but can be sold for money.  Ornate gear (jeweled daggers, inlaid armor, etc) does count as treasure.
** Mundane arms, armor, and other gear does not count as treasure for XP, but can be sold for money.  Ornate gear (jeweled daggers, inlaid armor, etc) does count as treasure.
Magic items, if sold promptly rather than used, count toward the XP total.  If used and sold later, they grant money but not XP.
** Magic items do not grant XP; they can be sold for cash or kept.
- Treasure: 1 xp per gp from wealth recovered via adventure (quest rewards, dungeon treasure, heist loot, etc)I'm going to try making knowledge of dungeons a bit more public (somewhat subject to your research successes and sources) so you'll have more of a sense of risk and reward among the places you know of.
* Item values may be inflated with "non-XP-bearing wealth" (such as from haggling up from the base price).
* The monetary value of any treasure can be divided as desiredItems may be kept as trophies instead of selling them, without affecting the XP awarded.


==Defeating Enemies==
====Defeating Enemies====
Defeated enemies can be slain, captured, or comprehensively driven off.  Their XP is added to the expedition pot and divided at the end.
* Defeated enemies can be slain, captured, or comprehensively driven off.  Their XP is added to the expedition pot and divided at the end (it is not affected by the risk multiplier).
Each individual monster defeated grants an XP amount based on its level and presence of special abilities (base XP + XP per significant ability).
* Each individual monster defeated grants an XP amount based on its level and presence of special abilities (base XP + XP per significant ability).
<1) 5 + 1
** <1) 5 + 1
1) 10 + 3
** 1) 10 + 3
1+) 15 + 6
** 1+) 15 + 6
2) 20 + 9
** 2) 20 + 9
2+) 35 + 12
** 2+) 35 + 12
3) 50 + 15
** 3) 50 + 15
3+) 65 + 35
** 3+) 65 + 35
4) 80 + 55
** 4) 80 + 55
4+) 140 + 75
** 4+) 140 + 75
5) 200 + 150
** 5) 200 + 150
5+) 260 + 200
** 5+) 260 + 200
6) 320 + 250
** 6) 320 + 250
6+) 380 + 300
** 6+) 380 + 300
7) 440 + 350
** 7) 440 + 350
7+) 500 + 400
** 7+) 500 + 400
8) 600 + 500
** 8) 600 + 500
9) 700 + 600
** 9) 700 + 600
10) 850 + 700
** 10) 850 + 700
11) 1,000 + 800
** 11) 1,000 + 800
12) 1,200 + 900
** 12) 1,200 + 900
13) 1,400 + 1,000
** 13) 1,400 + 1,000
14) 1,600 + 1,100
** 14) 1,600 + 1,100
15) 1,800 + 1,200
** 15) 1,800 + 1,200
16) 2,000 + 1,300
** 16) 2,000 + 1,300
17) 2,200 + 1,400
** 17) 2,200 + 1,400
18) 2,400 + 1,500
** 18) 2,400 + 1,500
19) 2,600 + 1,600
** 19) 2,600 + 1,600
20) 2,800 + 1,800
** 20) 2,800 + 1,800
21) 3,000 + 2,000
** 21) 3,000 + 2,000
+250 + 250 per level beyond 21
** +250 + 250 per level beyond 21


- Monsters: xp based on monster level for each one slain / permanently defeated, divided among the party.
====Carousing====
* After a triumphant expedition, you can "waste" money on a variety of celebratory activities.  The settlement must be large / significant enough to provide the resources for your carousing.
** A triumph is any expedition you return from having at least met your quota, or simply surviving at all if your character level was below the site's risk tier.
** The exact form of carousing can suit your character's personality and interests.
*** Indulging in sex, drugs, gambling, feasting, and/or rock-and-roll.  Decking yourself out in finery, eating the choicest delicacies, and consuming conspicuously.  Schmooze with the highest status folk you can access, attending or hosting events.  Donating to religion, ideology, affiliation, or charity.
* You must spend at least 100 gp carousing for it to be worthy of the name, and can spend up to (level x 500 gp).
* Roll 2d6...
** 6-: Bane: trouble or complications arise from your carousing.  You get no XP and the DM rolls a complication.
*** If a Bane forces you to spend additional money, and you can't cover it, roll an additional Bane or go in to debt to someone you'd rather not owe.
** 7-9: All's Well: you get (GP x expedition's risk multiplier) XP, and everything goes smoothly.
*** On a double 4: you get your XP and both a Boon and a Bane.
** 10+: Boon: you get your XP and the DM rolls a positive event.


====Funeral Rites====
* If a party-member or favored companion dies and their body is returned to civilization and they may be laid to rest in suitably lavish style.
* Add XP to the expedition's total for the GP value spent on the funeral, wake, etc, up to the amount the deceased would have earned if they had survived, including the risk multiplier.  Roll for a Boon / Bane as if Carousing, but the XP is never lost, even on a Bane.
* The rites may be used as the basis for individual Carousing.  This costs individual money and grants individual XP as normal.
** If the expedition wasn't a success, the funeral rites still allow for carousing.  If it was a success, take +1 to the roll.


- Discoveries: treasure-like blocks of xp divided among the party for making big discoveries / solving puzzles / solving mysteries.


=Other XP=


=Post-Expedition XP=
====Experiences====
After a significant expedition has returned to relative safety, party-members can perform either or both of these options once.
* Witnessing, learning, and experiencing things of note grants small, individual XP awards (not divided among the group; each PC will earn the same award, if they're all involved).
** Encountering unknown monsters, climbing notable mountains, sticking your noses into dream bubbles, licking the frog-god, rescuing / doing favors for NPCs, etc.
* An experience without real danger, cost, or hardship grants 1% of current level's base XP.
** E.g. if you're 4th level, the min xp for 4th level is 8000, so a basic experience is worth 80 xp.
* If there's danger or greater significance, you may earn a multiple (2%, 3%, 5%, etc) of the base amount.


==Carousing==
====Faction Defeat====
You can "waste" money on a variety of activities, gaining 1 XP per 1 GP spentThe settlement must be large / significant enough to provide the resources for your carousing.
* Factions (cults, bandit gangs, noble houses, etc) have a character level, representing their overall powerWinning them as firm allies, or thoroughly trouncing, them awards the base XP value of that level, divided among the PCs.
You must spend at least (level x 100 gp) carousing for it to be worthy of your stature, and can spend up to (level x 500 gp).
** E.g a 4th level bandit gang would be worth 8000 xp if defeated in detail or you won their full allegiance.
Roll 2d6...
** Less complete defeats / alliances are worth a smaller portion of the total.
6-: Bane: trouble or complications arise from your carousing.  You get no XP and the DM rolls an event.
* You earn monster xp from individual kills as usual, but the faction XP is awarded when they are dispersed as a group or their big scheme is thwarted, which doesn't have to include killing everyone involved.
If a Bane forces you to spend additional money, and you can't cover it, roll an additional Bane.
* Some factions may have sub-factions for ease of book-keeping.
7-9: All's Well: you get your XP and everything goes smoothly.
** E.g. a big cult might be level 8, but the local branch you're fighting is level 4, and can be dealt with independently.
On a double 4: you get both a Boon and a Bane instead, but still get your XP.
10+: Boon: you get your XP and the DM rolls a positive event.
Forms of Carousing (each has its own possibilities for Boons and Banes, as well as RP)
Indulging: you make it rain, enjoying sex, drugs, gambling, feasting, and/or rock-and-roll.
Flaunting: you deck yourself out in finery, eat the choicest delicacies, and consume conspicuously.
Schmoozing: you rub-elbows with the highest status folk you can access, attending or hosting events.
Donation: giving to religion, ideology, affiliation, or charity.


- Carousing: 1 xp per gp spent on carousing after a victorious return to town (min 100 x level, max 500 x level), roll 2d6 for chance of a boon (10+) or bane (6-) event, or one of each (double 4). Lose gp and no xp on a 6- bane.


 
???
==Funeral Rites==
- Discoveries: treasure-like blocks of xp divided among the party for making big discoveries / solving puzzles / solving mysteries.
If a party-member or favored companion dies and their body is returned to civilization and laid to rest, add 1 XP per GP spent on the funerary rites, wake, etc, to the expedition's pool of XP to be divided among the survivors, up to the amount they would have earned if they had survived.
More elaborate rites, wakes, monuments, etc can be paid for, treating this as a form of Carousing, using the deceased's level to determine cost and adding +1 to your die roll.
- Funerals: if you bring the body of a fallen PC back and give them a proper burial, pay funerary costs as if the dead PC was carousing (including chance of boon/bane, but no chance of not getting the xp).  Split this xp among party participants.  If you use the funeral as a forum for individual carousing, roll 3d6 and keep the best 2 for the boon / bane roll.  The funeral fills the need for a victory, for both the deceased and the survivors, in case the expedition was otherwise a bust.
 
 
 
==Experiences==
- Experiences: xp awards for just seeing / learning / experiencing things (encountering unknown monsters, climbing notable mountains, sticking your noses into dream bubbles, licking the frog-god, rescuing / doing favors for NPCs, etc).  If there's no real danger involved, just time, you earn 1% of your current level's base xp (e.g. if you're 4th level, the min xp for 4th level is 8000, so a basic experience is worth 80 xp; each character earns their own award, it's not divided).  If there's danger or greater significance, you might earn a multiple (2%, 3%, 5%, etc).  Just a trickle to help make poking around off the critical treasure-path feel like less of an opportunity cost.
 
 
==Faction Defeat XP==
- Factions: factions (cults, bandit gangs, noble houses, etc) will have a character level.  Winning them as allies or thoroughly trouncing them awards the base xp value of a character of that level, divided among the characters.  E.g a 4th level bandit gang would be worth 8000 xp if defeated in detail or you won their full allegiance.  Less complete defeats / alliances are worth a smaller portion of the total.  You earn monster xp from individual kills as usual, but the faction xp is awarded when they are dispersed as a group or their big scheme is thwarted, which doesn't have to include killing everyone involved.  Some factions may have sub-factions for my own ease of book-keeping, so a big cult might be level 8, but the local branch you're fighting is level 4, and can be dealt with independently).

Latest revision as of 05:09, 9 August 2022

Red Age > Rules > Rewards

Expedition XP

  • An expedition ends when you return to relatively-safe civilization (or in an urban adventure, after you're clear of immediate repercussions).
  • All XP is tallied for the expedition, then divided among the PCs (1 share each) and NPC companions (1/2 share each).
    • Companions are those who face danger on a roughly equal footing to the PCs. Camp guards, porters, and other hirelings don't get a share.

Treasure

  • As a base, gain 1 XP per 1 GP of treasure retrieved during your expedition.
  • A site's danger level provides a risk multiplier, which is applied to all treasured gained on that expedition (XP = GP x risk multiplier).
    • Treasure means loot gained from facing monsters, traps, and other dangers or hardships, including heist loot and rewards paid for facing danger in pursuit of some goal.
    • Mundane arms, armor, and other gear does not count as treasure for XP, but can be sold for money. Ornate gear (jeweled daggers, inlaid armor, etc) does count as treasure.
    • Magic items do not grant XP; they can be sold for cash or kept.
  • Item values may be inflated with "non-XP-bearing wealth" (such as from haggling up from the base price).
  • The monetary value of any treasure can be divided as desired. Items may be kept as trophies instead of selling them, without affecting the XP awarded.

Defeating Enemies

  • Defeated enemies can be slain, captured, or comprehensively driven off. Their XP is added to the expedition pot and divided at the end (it is not affected by the risk multiplier).
  • Each individual monster defeated grants an XP amount based on its level and presence of special abilities (base XP + XP per significant ability).
    • <1) 5 + 1
    • 1) 10 + 3
    • 1+) 15 + 6
    • 2) 20 + 9
    • 2+) 35 + 12
    • 3) 50 + 15
    • 3+) 65 + 35
    • 4) 80 + 55
    • 4+) 140 + 75
    • 5) 200 + 150
    • 5+) 260 + 200
    • 6) 320 + 250
    • 6+) 380 + 300
    • 7) 440 + 350
    • 7+) 500 + 400
    • 8) 600 + 500
    • 9) 700 + 600
    • 10) 850 + 700
    • 11) 1,000 + 800
    • 12) 1,200 + 900
    • 13) 1,400 + 1,000
    • 14) 1,600 + 1,100
    • 15) 1,800 + 1,200
    • 16) 2,000 + 1,300
    • 17) 2,200 + 1,400
    • 18) 2,400 + 1,500
    • 19) 2,600 + 1,600
    • 20) 2,800 + 1,800
    • 21) 3,000 + 2,000
    • +250 + 250 per level beyond 21

Carousing

  • After a triumphant expedition, you can "waste" money on a variety of celebratory activities. The settlement must be large / significant enough to provide the resources for your carousing.
    • A triumph is any expedition you return from having at least met your quota, or simply surviving at all if your character level was below the site's risk tier.
    • The exact form of carousing can suit your character's personality and interests.
      • Indulging in sex, drugs, gambling, feasting, and/or rock-and-roll. Decking yourself out in finery, eating the choicest delicacies, and consuming conspicuously. Schmooze with the highest status folk you can access, attending or hosting events. Donating to religion, ideology, affiliation, or charity.
  • You must spend at least 100 gp carousing for it to be worthy of the name, and can spend up to (level x 500 gp).
  • Roll 2d6...
    • 6-: Bane: trouble or complications arise from your carousing. You get no XP and the DM rolls a complication.
      • If a Bane forces you to spend additional money, and you can't cover it, roll an additional Bane or go in to debt to someone you'd rather not owe.
    • 7-9: All's Well: you get (GP x expedition's risk multiplier) XP, and everything goes smoothly.
      • On a double 4: you get your XP and both a Boon and a Bane.
    • 10+: Boon: you get your XP and the DM rolls a positive event.

Funeral Rites

  • If a party-member or favored companion dies and their body is returned to civilization and they may be laid to rest in suitably lavish style.
  • Add XP to the expedition's total for the GP value spent on the funeral, wake, etc, up to the amount the deceased would have earned if they had survived, including the risk multiplier. Roll for a Boon / Bane as if Carousing, but the XP is never lost, even on a Bane.
  • The rites may be used as the basis for individual Carousing. This costs individual money and grants individual XP as normal.
    • If the expedition wasn't a success, the funeral rites still allow for carousing. If it was a success, take +1 to the roll.


Other XP

Experiences

  • Witnessing, learning, and experiencing things of note grants small, individual XP awards (not divided among the group; each PC will earn the same award, if they're all involved).
    • Encountering unknown monsters, climbing notable mountains, sticking your noses into dream bubbles, licking the frog-god, rescuing / doing favors for NPCs, etc.
  • An experience without real danger, cost, or hardship grants 1% of current level's base XP.
    • E.g. if you're 4th level, the min xp for 4th level is 8000, so a basic experience is worth 80 xp.
  • If there's danger or greater significance, you may earn a multiple (2%, 3%, 5%, etc) of the base amount.

Faction Defeat

  • Factions (cults, bandit gangs, noble houses, etc) have a character level, representing their overall power. Winning them as firm allies, or thoroughly trouncing, them awards the base XP value of that level, divided among the PCs.
    • E.g a 4th level bandit gang would be worth 8000 xp if defeated in detail or you won their full allegiance.
    • Less complete defeats / alliances are worth a smaller portion of the total.
  • You earn monster xp from individual kills as usual, but the faction XP is awarded when they are dispersed as a group or their big scheme is thwarted, which doesn't have to include killing everyone involved.
  • Some factions may have sub-factions for ease of book-keeping.
    • E.g. a big cult might be level 8, but the local branch you're fighting is level 4, and can be dealt with independently.


??? - Discoveries: treasure-like blocks of xp divided among the party for making big discoveries / solving puzzles / solving mysteries.