PvP Experience Point XP Guidelines
I. Philosophy: Rewarding Meaningful Conflict
- Roleplaying Prerequisite: XP will only be awarded for PvP encounters that stem from legitimate In-Character (IC) reasons, motivations, and ongoing storylines, as outlined in the main PvP Ruleset. Fights initiated without valid IC justification (griefing, random attacks) or pre-arranged OOC solely for XP gain ("XP farming") will not grant any XP and may result in disciplinary action.
- Risk and Challenge: XP awards are designed to reflect the risk taken and the challenge overcome. Defeating a significantly weaker opponent yields little reward, while overcoming a dangerous foe or succeeding against the odds offers greater recognition.
- Effort, Not Just Victory: While successfully defeating opponents is the primary way to earn XP, significant effort, achieving crucial objectives even in defeat, or surviving against overwhelming odds may occasionally warrant partial XP at GM discretion, especially if it significantly advances a character's story or plotline.
II. Core XP Calculation Mechanism
- Encounter-Based, Not Monster CR: We do not treat player characters strictly as monsters with a fixed CR for XP. Instead, XP is determined based on the overall challenge of the PvP encounter itself.
- Baseline Challenge Rating (CR):
- For a relatively balanced fight (characters within 1-2 levels of each other), the baseline CR for the encounter can be considered roughly equal to the average level of the defeated opponents.
- Use the standard Pathfinder Core Rulebook XP charts (Table: Experience Point Awards) as a starting point based on this baseline CR.
- Adjusting for Level Disparity: This is the most crucial modifier:
- Defeating Significantly Lower-Level Opponents (3+ levels below): The XP reward is drastically reduced. Treat the defeated opponents' effective CR as significantly lower than their actual level (e.g., CR = Level - 4 or more). The goal is to make hunting much weaker players mechanically unrewarding. Example: A Level 8 character defeating a Level 4 character might receive XP as if they defeated a CR 1 or CR 2 creature, regardless of the Level 4 character's actual capabilities.
- Defeating Slightly Lower-Level Opponents (1-2 levels below): A minor reduction in XP awarded (e.g., treat CR = Level - 1 or -2).
- Defeating Equal-Level Opponents (+/- 0 levels): Use baseline CR ≈ Average Level of opponents.
- Defeating Slightly Higher-Level Opponents (1-2 levels above): A minor increase in XP awarded (e.g., treat CR = Level + 1).
- Defeating Significantly Higher-Level Opponents (3+ levels above): The XP reward is significantly increased. Treat the defeated opponents' effective CR as higher than their actual level (e.g., CR = Level + 2 or more). This rewards taking significant risks. Example: A Level 5 character defeating a Level 8 character might receive XP as if they defeated a CR 9 or CR 10 challenge.
- GM Contextual Modifiers: A GM overseeing the encounter may apply further adjustments (+/- 1 or 2 effective CR levels) based on specific circumstances:
- Numerical Disadvantage/Advantage: Successfully winning despite being outnumbered increases the reward. Winning with overwhelming numbers decreases it.
- Tactical Situation: Overcoming a well-laid ambush or disadvantageous terrain might increase the reward. Initiating a successful ambush against unprepared foes might slightly decrease the base reward (though the success itself is primary).
- Resource Expenditure: Fights where significant limited resources (high-level spell slots, potent consumables) were expended by the victors might warrant a slight bump.
III. Awarding XP
- Defining Success: XP is typically awarded to the "victorious" side. Victory can mean:
- Total Defeat: Killing, incapacitating, or rendering all opponents helpless.
- Forced Surrender/Retreat: Decisively forcing the opposition to yield or flee the encounter.
- Achieving a Clear PvP Objective: If the PvP goal was specific (e.g., retrieve a stolen item, capture a specific target, successfully defend a location) and was achieved, XP can be awarded even if not all opponents were defeated, based on the challenge overcome to meet the objective.
- GM Verification Required: ALL PvP XP awards must be verified and distributed by a GM. Players involved in PvP should:
- Notify a GM when the conflict concludes (or request moderation during, as per PvP rules).
- Provide a brief summary of the events, participants, levels involved, and the outcome.
- The GM will assess the situation based on these guidelines and award XP accordingly. Logs may be requested.
- Splitting XP (Group PvP): The total calculated XP reward for the encounter is divided evenly among all members of the victorious side who meaningfully participated in the combat. Characters who were present but did not contribute significantly (e.g., hid the entire time, were incapacitated early without contributing) may receive a reduced share or no share, at GM discretion.
IV. Restrictions and Anti-Exploit Measures
- No XP for Illegitimate PvP: As stated in I.1, fights deemed OOC motivated, griefing, or lacking proper IC justification grant zero XP.
- Diminishing Returns: Repeatedly engaging in PvP with the same specific character(s) within a short timeframe (e.g., less than 24-48 hours, GM discretion) will yield significantly reduced or no XP after the initial encounter, even if IC reasons exist. This prevents targeted harassment or farming via recurring duels. Conflicts driven by major, ongoing plot developments may be exempt from this at GM discretion.
- Sparring/Duels: Mutually agreed-upon spars or duels for practice or minor IC stakes generally do not award XP, unless explicitly set up as part of a GM-run event or tournament with pre-defined rewards.
- GM Final Say: The GM team has the final discretion on all PvP XP awards. If a situation is complex, unusual, or falls outside these guidelines, a GM will make a ruling based on fairness and the spirit of the game.
V. Summary
Earn PvP XP by engaging in meaningful, IC-driven conflict. The reward is based on the challenge (adjusted heavily by level difference) and requires GM verification. Win against higher levels for bigger rewards; defeating much lower levels yields little. No XP for griefing or OOC-arranged fights. Play fair, play for the story, and the rewards will follow.
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