We started with AD&D 1e and then switched to Blood & Treasure, but I have continued to use a simplified version of the AD&D 1e experience award rules (such as they are). I want to modify that approach a bit, using the following thoughts:
- Experience points awards will be given equally to each party member who is part of that session, although I will prorate things if people come in late or cut out early.
- Experience points will be based solely on what happens in play and not on the experience level of the character. In other words, first level characters and third level characters will get the same x.p. in a given session.
- The number and involvement of NPCs will not affect the amount of experience awarded to player characters.
- Dungeon play is based on exploration, encounters, and extraction. Therefore experience points will be awarded in all three areas.
- Exploration: X.p. for finding new rooms, new areas, and new levels. X.p. will also be awarded for finding hidden objects, compartments, secret doors, etc.
- Encounters: X.p. awarded for killing opponents, overcoming opponents, wooing or gaining info from important NPCs, solving puzzles, opening locks, removing or avoiding traps, etc.
- Extraction: X.p. for currency, items with tangible value (including livestock, pets, etc), profit from trade and transactions, magic items, etc.
- Awarding experience based on individual player role-playing and other things that put me in the position of making excessively subjective judgments.
- Giving out individualized experience awards, based on what individual characters do. This seems like a lot of bookkeeping for me and possibly punitive for guys in our group, depending on their character classes and ability.
- Too slow or too speedy of a pace for level advancement.
- Rewarding only killing and taking. Not that it isn't rewarded, but it is not the only thing rewarded.