Goals System in Arbor | World Anvil
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Goals System

Why?

The goal-based XP system is an alternative to traditional XP systems that reward players for defeating monsters and completing quests. Instead, players are encouraged to set their own goals for their characters and work towards achieving them over the course of the game.   This system offers several benefits over traditional XP systems. It allows players to shape their own gameplay experience and focus on the goals that are most meaningful to them and their characters. It also encourages players to think more about their characters' motivations, personalities, and development, leading to more immersive and engaging gameplay.  

Criteria for a Goal

So the first thing you might be asking yourself is what is a goal, well for a start a goal is anything your character can do that has a chance of failure that is not just going to happen anyways. A goal must have a risk of failure in order to be valid for experience award. Now that is not to say that a goal such as speak to my fellow party member about their dark past is not valid. The chance of failure here comes with not producing an environment where the person refuses to talk about their backstory a failure does not necessarily mean a dice roll.  

Types of Goals:

  There are three different types of goals that players can set and I encourage you to choose at least one from each of these below
  1. Personal Goals - These are goals that only affect your character ,examples: Develop a romantic relationship with a NPC, Explore my character's past and uncover a family secret or Perform a successful "trick shot" with a ranged weapon
  2. Party Goals - For these goals you are looking one stage outward at your fellow party members they will have a direct or indirect impact on your party members, examples: Resolve a conflict between two party members Help another party member achieve a personal goal, or set another party member up for a sweet hit.
  3. World Goals - These are the big ones goals that affect the wider world, examples: Uncover a secret about the world or particular faction, Change the attitudes of two factions towards each other, or through combat make a large change to the battlefield knocking over a building or something like that.
  XP is awarded based on the difficulty of the goal and progress made towards achieving each goal. For more difficult goals it's possible to gain rewards multiple times as a percentage of the whole. If the case arises where a player has made progress but not completed the goal a clock will be started to indicate how far along a player is in completion of a goal. A clock can only have 4 segments any more and the goal should be broken up into smaller parts.   I've tried to provide examples of both goals that are more specifically tied to roleplaying elements and goals that are closer in spirit to combat and what you can do in there. In the latter case think of these as achievements and try to hunt for them. There is no difference in rewards based on whether your goal is combat or RP related.   A goal is assigned a difficulty at time of creation, this difficulty is based on how hard it is for the character at that point in time to complete the goal.  

In Practice

Before the session starts ideally each player would set up to three goals they want to advance, these can be anything but some guidelines are above and it would be preferred if you had one of each type of goal though it's not necessary. A goal may be secret to the rest of the party if you wish to conceal some information. Goals may be abandoned at any time though no XP is awarded in such a case. At the end of the session the goals are assessed and experience points awarded.  
Character Complexity Level
Level Direct Composite Elaborate Convoluted
1 15 25 45 135
2 30 50 90 270
3 110 150 230 690
4 245 315 455 1365
5 510 620 840 2520
6 590 750 1070 3210
7 695 915 1355 4065
8 875 1165 1745 5235
9 960 1330 2070 6210
10 1290 1750 2670 8010
11 690 1250 2370 7110
12 995 1665 3005 9015
13 875 1665 3245 9735
14 1160 2080 3920 11760
15 1440 2500 4620 13860
16 1290 2500 4920 14760
17 1960 3330 6070 18210
18 1790 3330 6410 19230
19 2445 4165 7605 22815
20 2255 4165 7985 23955

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