By popular reckoning, the original Dungeons & Dragons play style centered on killing monsters and taking their loot. But D&D’s experience rules focused less on killing than folks think. The monster and treasure tables provided as much as three times as many XP for gold as for slaying. Savvy players learned to snatch treasure without a fight. Their characters lived longer that way.
Still, gamers criticized the rule for awarding experience for gold as unrealistic. For example, in the original Arduin Grimoire (1977), Dave Hargrave wrote that in his campaign experience “points are given for many reasons, but NOT for gold or other treasure. After all, it is the act of robbery, not the amount stolen, that gives the thief his experience.” The second-edition designers agreed, because they removed XP-for-gold from D&D.
But D&D co-creator Gary Gygax never aimed for realism. He intended to reward players with XP and levels for doing the things that made D&D fun—for exploring dungeons and for taking risks when surely the Oerth merchant trade promised wealth with no chance of a painful death in some murder pit. D&D’s third-edition designer Monte Cook gets the point. He writes, “I’m a firm believer in awarding players experience points for the thing you expect them to do in the game. Experience points are the reward pellets players get. Give the players XP for doing a thing and that thing is what they’ll do.”
Over time, D&D players started spinning stories about topics other than that time we killed a troll for gold. Originally, every character chased treasure; now, characters pursue adventure for justice or for honor or for countless other reasons, including treasure. For this sort of campaign, the classic awards of XP for gold and XP for slaying both fall short. In Using Experience Points To Make D&D More Compelling, I suggest awarding XP for overcoming obstacles, but during D&D’s exploration pillar, the obstacles often miss the point.
If a party finds a secret door to the magic fountain, should they earn less XP than the party that killed the monsters guarding the obvious route? If obstacles bring rewards, then the party who finds the secret misses XP. If discoveries win points, then both groups gain for finding the fountain, and perhaps the observant party gains for finding the secret way.
Discovery is the soul of Monte Cook’s Numenera roleplaying game, so the game awards XP for discoveries rather than for overcoming challenges or killing foes. In D&D, similar awards can spotlight the goal of exploration: discovery.
For investigation and exploration adventures, the obstacles come from a lack of information. Reward the party for the discoveries they make.
To reward explorers for discovery, get a copy of your map and highlight the features to find: magic fountains, hidden shrines, magic items, keys, maps, hidden passages, and clues to the prince’s disappearance. Divide the number of XP characters need to level by the number of discoveries you hope they make before advancing. Then mark each discovery with the point award it brings. (See Using Experience Points To Make D&D More Compelling for a helpful table of points.) If you like precision, adjust the points so bigger discoveries bring bigger rewards. Optionally, you can mark obstacles the group must overcome and include them with the discoveries. Some gamers favor calling D&D’s exploration pillar its discovery pillar instead. This XP method fits that notion perfectly.
Flashing back to 1973, perhaps Gary should have chosen this XP system for his dungeon-crawling game. How would that small change have shaped the way we played?