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Vexar
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Encounters and Rewards
As you have already read in the Character Advancement and Leveling section, experience for player versus everything is given based on how easy or hard a task or encounter is. First you need to understand that role playing doesn't just revolve around combat. Characters need to solve problems, disarm traps, perform difficult tasks in order to make it toward their goal. Keep this in mind when you plan on designing your encounters. Encounters are combat or tasks that will challenge the characters, then award them experience. The most common types of encounters are: Combat, Disarming Traps, Solving Puzzles, and Escaping. That list isn't set in concrete as there are many things you can award your group XP for.

The next thing we must understand is that DCL doesn't require a Game Master. This means you can play with just two people if you really wanted! Instead of having just one GM you are able to assign different tasks across the group. I recommend at least three players, but four is the best minimum. Here are some tasks you might want to assign to eachother.

Rolling Dice for the NPCs and Monsters
Rolling to see if encounters do or do not happen.
Keeping track of story.
Keeping track of xp and rewards.

I prefer to split rolling dice between two players, and have them take turns rolling for the monsters in a battle. This will keep things fair, and fairly random.

Before designing encounters, remember to get your monsters and npcs ready. Go ahead and at least get their stats and abilities together. That way you know how much xp is going into the encounter. I feel it is best to build an xp 'Pool' It should never award more than one level to each player per encounter. So if you go past that, you're giving the players too much; or making it too hard on them.

A good example would be:
We have four players. That means I have 16 quarters of experience I can award before they all level up.
A Difficult challenge would give them all one level, that would be a hard fight. If you are looking for something that is mid-adventure or beginning. Don't make it that hard. In this case, it's going to be a typical challenge. So that means I only have half a level to work with (8 quarters of XP). So I could just toss in four solo monsters. I like to make things fun though, so two solos, a controller, and ten mobs would make a heck of a mid way battle; without being too hard. With that, I can say screw keeping track of the XP I know that if they survive the encounter, they all gain half a level of XP. Simple as that.

The same would go for creating a non-combat encounter. Perhaps you would like to have the players have to disarm a device before getting further somewhere. A typical challenge would involve all of the players. Perhaps they must combine their strength and lift one object onto another. They could all roll 1d20 and add Body to it, they must reach a target number or fail. Typical challenges would give them a chance of 2 out of 3 to complete it. Difficult would be only one chance. Mediocre would allow them as many chances they want.

In all reality, you should only gain one level per adventure. However, that changes in campaigns or large scale adventures. You can read up more on that in the Adventures and Campaign section. If you do things in encounters, and make up the groups; it should be very easy to keep track of XP. It's as simple as, if the players made it, they get this set amount of XP. It's best to award XP during down times, while the characters are taking a break or nothing particular is happening. So things can be adjusted and changed while everyone role plays.
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