Challenge vs. XP

So, about this time you're starting to wonder where the big formula is to determine experience points awarded and leveling up. Don't panic! Yes, I will give you one, unlike HoL. Leveling is generally sort of freeform in TOMAGOMB, but it has guidelines.


 * 1. It takes 1000 XP to reach each new level, so your total XP to reach a given level will be (1000 x the target level) - 1000.
 * 2. What constitutes a certain XP amount is based on the level you are and the challenges you've faced, or quests you've completed.
 * 3. This isn't D&D... don't start getting stingy with the XP until after 35 or 40.

All well and good, but I hear the questions still. For session XP, I recommend 100 XP for a random session, 200 to 500 XP for a session that got things done and moved the plot and campaign forward, and 600 to 2000+ (!) XP for a session that finished an arcing quest line that has gone on for many sessions. For the other end, here's a crash course on TOMAGOMB challenge XP:

At level 1: Pit the group up against a smallish group of appropriate encounter mobs. If that goes well, perhaps put them past a few more until it feels like an appropriately challenging but not deadly fight. Combined with the session XP, give them 1000+ XP unless you really didn't get much done at all. No one should stay level 1 in TOMAGOMB for very long.

At levels 2 to 20: OK, a formula at last! First off: let's assume your average challenge monster for your group's level is worth 100 XP to each of them. I'm not talking about pushover monsters (we'll cover those in a moment), I mean something that required some effort and possibly a few rounds to take down. Did I say 100 XP each? That's right, in TOMAGOMB we don't divide out the XP per se. What we *can* do is eyeball the challenge and notch the XP up or down based on the group's needs, luck, and preparation. Now, even at 1st level weak zombies and kobolds may not quite provide the challenge of "kill 10, you're in," based on your group composition and the experience of your roleplayers. Of course, don't penalize them if they deal with the enemies in a fantastically clever way! In fact, give a bonus at that point even if the challenge was under par by a large margin. Good tactics and roleplaying should be rewarded. What I'm getting at is, if you have a group full of heavy frontlinesmen and a healer or two who just end up cleaning house on the weakest types of creatures, start ratching down the XP, by 1/4th, 1/2 or even 3/4ths. You shouldn't have too many problems with that of course, since you can either pick a new type of creature next time or add more to the mix. Another trick you can do if you're feeling particularly fancy is to give a small XP bonus or penalty based on the difference in average challenge. Huh? Here's an example.

Let's say your party is level 1, facing off against some Acrinolian soldiers (a reasonably tough challenge). They have a challenge range of 1 to 5, so a level 3 party would find them average (in a group; a single Acrinolian soldier is hardly worth the time to roll initiative). For monsters with an even number of challenge range (weak zombies, etc.) round down, in a weak zombie's case, round down to 2. They fall within the overall level range, so 100 XP can be used as a starting point (monsters under the range shouldn't hardly be worth XP at all except by GM discretion, and monsters above the range should kill off group members and be too challenging). Since the group is 2 levels under the average for fighting Acrinolian Soldiers, you could choose to award an extra 10 points per level difference, in this case 120 XP per creature. When the group is more towards the upper range of the creature's challenge, you could similarly subtract 10 XP per level difference. This is a very general reward system and a bit oversimplified; simply put, the GM will adjust it until it feels right. Until the GM feels right, though, you can use this method to dole out XP.

Into higher levels, you'll get more and more mileage out of creatures both above and below their normal challenge range. For these situations, assume creatures below the challenge range but still some sort of challenge to be worth at least 10 XP each, and creatures above the challenge range will start off being worth 300 XP before the level difference bonus is tacked on. Again, the GM should adjudicate and judge for themselves just how hard of a fight the group went through. In a high XP campaign (like I usually run, and I recommend them), I like to see the group level every session, occasionally not making the level yet, and occasionally leveling twice (or more!). I eyeball the XP favorably towards the party, and round up the nearest 100 usually. I start to slow down a little into the 30's, then a lot more into the 40's. If your group makes the 50's, you probably won't have to slow down the XP much... there's not a whole lot left that's a real challenge for them! That being said, yes, still keep it slow in the 50's, make them earn 55 and 60, and make it memorable and powerful when they do.