I have more posts on running Castle Xyntillan on the old to-do list, starting with one on our single delve per session doctrine. But I realized there are a few basic rules details I’d like to jot down here so I can then refer to those. Specifically, on time and movement. So we are picking up the thread on the Hackbut homebrew rules series. In the rulebook, we have arrived at the chapter titled “playing the game.” The very first section, which precedes time and movement, is on experience. Let’s get to it.
Sources of experience
All XP in the game is gained from “looting stuff.” Treasure must be returned to a place of safety for it to count towards XP. Mundane items that are kept for use rather than sold do not net XP. Magic items do not net XP, ever. Each gold piece of treasure is worth 1 XP.
Side note on monster XP: I chose not to hand out XP for defeating monsters because I knew I wanted to disincentivize combat. An added benefit is that it reduces bookkeeping on my part. If I were to do monster XP, I would simply hand out 100 XP for each monster HD. In any case, not giving out monster XP has worked fine so far. Any slowdown in advancement is made up for by generous carousing rules, which I will detail some other time.
Dividing experience points
In practice, we tally treasure and commensurate XP at the end of each session. Players are then free to divide the XP between all characters that participated in that session’s expedition as they see fit. Hired help usually does not receive XP, unless they are classed NPCs, in which case a half-share of XP is mandatory.
Side note on dividing XP: Just letting players divide things however they see fit adds a bit of strategizing on a group level. They can choose to have certain characters advance quicker if they figure it would be helpful for the party as a whole. For example, getting that magic-user to the next level where they gain access to more powerful spells. It also adds a small amount of politics to the proceedings, players will petition others for giving more XP to their character. This is fun for our group and differences are usually settled amicably. But I would only recommend this approach to groups with a lot of trust between players.
Characters cannot advance more than one level in a single session. Any XP that exceeds the second level above their current one evaporates, and the character’s XP is left one short of the next level.
Finally, I also detail rules for multi-classing in this section. These are basically the same as described in Original Edition Delta. The only change I made is that I lowered the minimum score required in the new class’ primary ability to 13.
In practice, we have seen less than a handful of multi-classed characters so far. I am left wondering why. Perhaps the slow advancement is just not worth the extra abilities for the majority of the players in our group. If I were playing I know I would be all over a fighter/magic-user combo. Anyway.
That’s it for the rules on XP, advancement and multi-classing. Nothing shocking, I know, but at the same time, this is the little engine that makes the whole game run. A simple idea which has had far-reaching consequences for the hobby and beyond.
The next post will be on time, and possibly movement thrown in at the same time.