Individual EXP

Sometimes, you want characters to level up depending on how much they’re doing for a party. Some may consider this unfair as more combat able PCs gain an edge, though this system is made so that all classes can hopefully gain EXP and level up at a semi-reasonable pace. Each character still levels up after 100 EXP is gained, however a character does not level up mid-battle if he acquires 100 EXP and must wait until the battle’s end to level up. Below are some situations to reward EXP in, and guidelines for awarding EXP. Attacking an enemy can award the same amount of EXP twice if both attacks hit, however if the enemy is killed, the EXP supersedes that which you’d gain for attacking them. When the formulas ask for level, add +20 for Promoted units.

Combat

  • Attack an Enemy (if they are of greater or equal level): Enemies’ level/2 EXP.
  • Attack an Enemy (if they are of lower level): Enemies’ level/3 EXP.
  • Enemy is Killed (lower or equal level): 30 + ½ Attacker’s Level – Enemy’s Level (if this results in 1, 1 EXP is rewarded).
  • Enemy is Killed (greater level): 30 + Attacker’s Level – ½ Enemy’s Level (if this results in 1, 1 EXP is rewarded).

Roleplay

  • Get three 6s on a skill check: 20 EXP
  • Succeed at a task that’s otherwise near impossible for the character’s level: 40 EXP
  • Complete an adventure: 100 EXP
  • Steal from poor people: 5 EXP
  • Steal from rich people: 20 EXP

Additional Modifiers

  • Boss: +40 EXP
  • Unarmed/Staff-only Enemy: -20