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25 Years Ago I Posted My Wish List For D&D. How’s it Going?

At Gen Con in 1999 Wizards of the Coast revealed plans for a third edition of Dungeons & Dragons, scheduled for release in 2000. The upcoming release would preserve the “essential look and feel” of D&D while introducing intuitive changes like a unified d20 mechanic where high rolls meant success. Free t-shirts teased the upcoming changes.

During that 1999 announcement, I thought back to 1989 and how AD&D’s second edition rules addressed few of the game’s weaknesses. I remembered the disappointment that I had felt. I wrote, “Second edition had some virtues: It consolidated and organized the rules; it featured leaner, more readable writing; and it dumped some of the clumsier bits like giving distances in inches and dividing rounds into segments. But mostly the second edition just repackaged the hodgepodge of rules accumulated since the first edition. Almost all the game’s inconsistencies and clunky bits remained.”

Since 1974, the roleplaying games that followed D&D featured countless innovations that improved play, so in 1989, D&D’s rules looked as dated as a Model T. The 1999 announcement previewed something different: a third edition that redesigned the game from its foundation. That promise fired my excitement. I posted a wish list of the changes to D&D that I hoped to see. Now 25 years later, how many of my wishes came true? My original post appears in italics.

1. Unify the game mechanics.

Want to find out if you hit? Roll high on a d20. Want to jump a chasm? Roll low. Want to use a skill? Roll high. Want to use a thief skill? Roll low on a percentile. Listening at a door? Who can remember? Look it up. The third edition fails if it fails to make sense of this.

Third edition delivered the mechanic where players add an ability modifier and other adjustments to a d20 roll, and then compare the result against an AC or difficulty class to determine success. This mechanic remains at the heart of the game and ranks as the single biggest refinement over the game’s 50-year history.

Wish granted.

2. Smooth the power curve for magic user advancement.

Playing a 1st-level mage means spending your adventure waiting for your big moment when you can cast your single, feeble spell. The situation improves little until level 5 or so. Some say that this balances the class against the extreme power of high-level spellcasters. I say it’s bad design. Low-level casters should have more than one spell. If this unbalances the class, then reduce the power of high-level casters.

While third edition kept low-level magic users in the game by granting them bonus spells based on intelligence, wizards still surged in power at higher levels, eventually overshadowing other characters. Fourth edition D&D solved the problem, matching the power of different classes by giving every class the same allotment of daily and encounter projects. The uniformity left some gamers unhappy, and that included the designers. “I’d never wanted to use the exact same power structure for the wizard as every other class,” said lead designer Rob Heinsoo, “But we ran out of time, and had to use smaller variations to express class differences than I had originally expected.”

Fifth edition reverted to a magic system that resembled the Vancian magic of older editions, but the game made three changes that check the power of high-level wizards and other spellcasters.

  • Many spells now require their caster to maintain concentration to keep their magic going. Critically, a spellcaster can only concentrate on one spell at a time. Now rather than layering haste, invisibility, fly, blur, resistance, and a few others, a caster must pick one.
  • Spells cast by higher-level casters no longer increase in power simply based on the caster’s level. Now, for example, to increase the damage of a fireball, a wizard needs to spend a higher-level spell slot.
  • Compared to earlier editions, spellcasters gain fewer spells per day, and much fewer high-level spells. In the third edition, a 20th-level wizard could cast four spells of every level including 8th and 9th level. In fifth edition, a 20th-level wizard gets 14 fewer spells per day, and only one 8th- and one 9th-level spell. Sure, the fifth-edition caster enjoys more flexibility, but far fewer slots.

The damaging cantrips introduced in fourth edition also let low-level wizards do something magical every turn, rather than spending most combats flinging darts like exactly zero magic users in our fantasy imagination.

Wish granted.

Related: How fifth edition keeps familiar spells and a Vancian feel without breaking D&D

3. Drop THAC0.

To the folks boasting that they have no problem with THAC0: Don’t spend too much time lauding your math skills. We all can do the addition and subtraction in our heads, but the system remains a clumsy and counter-intuitive vestige of D&D’s wargame roots.

In drafts of the original D&D game, a 1st-level fighting man could figure the lowest d20 roll needed to hit by subtracting the target’s AC from 20. New fighters needed a 20 “to hit armor class zero,” and with each level they gained, their THAC0 improved by 1. The to-hit tables that reached print lacked the same simplicity, but descending armor classes remained. So when the second edition dropped “attack matrix” tables in favor of THAC0 numbers, the game returned to its roots. Still, THAC0 used negative numbers for especially tough ACs, made mental math more difficult, and forced a counter-intuitive concept on players.

Second-edition designer Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in the third edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with the second edition.”

Third edition dropped THAC0 and descending armor classes in favor of a target to-hit number and to-hit bonuses players added to their roll. Suddenly, the game became more consistent and intuitive.

Wish granted.

Related: The Dungeons & Dragons Books that Secretly Previewed Each New Edition

4. Give complete rules for magic schools and specialization.

The second edition mentions magic users who specialize, but the core rules fail to give rules for magical specialists other than the example of illusionists.

Third edition included rules for wizards specializing in each school of magic. The 2014 version of fifth edition built on the idea by giving specialists abilities specific to their school.

Wish granted.

5. Give rules for different clerics for different deities.

The second edition mentions variant priests for other deities, but the core rules fail to give rules for priests other than clerics. Why shouldn’t a priest of a god of the hunt use a bow? Why shouldn’t the priest of a thunder god be able to cast a lightning bolt? Why should the rules force the DM to answer these questions?

In the third edition, clerics chose two domains such as the air and war domains suitable for a god of thunder. Domains brought extra powers and domain spells like chain lightning. By fifth edition, cleric domains turned into full subclasses with accompanying abilities. Alas, gods of the hunt still lack support.

Wish granted.

6. Make spell statistics consistent.

Playing spells in AD&D either demands that you memorize the details of each spell or that you waste game time thumbing through the PHB. Why can’t most ranged spells have consistent ranges? Why can’t most area-of-effect spells affect the same area? Similar spells should be grouped and should share similar numbers for range, duration, area of effect and so on.

The fourth edition of D&D granted this wish, but I also learned that part of D&D’s charm came from spells like polymorph, phantasmal force, and wish that no cautious game designer would pen. Unlike earlier editions, fourth edition provided spells with effects that confined their effects to grid and to a tightly defined set of conditions. Often spells no longer worked outside of combat. Even fireballs became square.

These changes simplified the dungeon master’s role by eliminating judgment calls over debates like whether a wizard could toss an earthworm above their foes, polymorph it into a whale, and squash everyone flat. The fourth-edition designers aimed to make the dungeon master’s role easy—something a computer could handle. But this approach discouraged the sort of ingenious or outrageous actions that create unforgettable moments. D&D plays best when it exploits a dungeon master’s ability to handle spells, actions, and surprises that no computer game allows.

Although fifth edition returned to spells that demand a DM’s judgment, the spells feature more careful and uniform descriptions than in the game’s early editions. Credit this improvement to a card game.

When the designers of Magic: The Gathering faced the problem of bringing order to countless cards, they used templated text: they described similar game rules with consistent wording imposed by fill-in-the-blank templates. Today, the patterns of templated text appear throughout modern D&D’s rules.

Early in the development of third-edition D&D, Wizards of the Coast purchased TSR. Skaff Elias had served as a designer on several early Magic sets and ranked as Senior Vice President of Research and Development. Skaff felt that the upcoming D&D edition could fix “sloppiness in the rules” by using templated text. Skaff and Wizard’s CEO Peter Adkison told the D&D design team to switch the spell descriptions to templated text, but the team kept resisting his directives.

Eventually, the D&D team readied the release of a playtest document that still lacked templated text. They claimed rewriting all the spell descriptions according to formula would prove impossible because hundreds of spells would need templating in 48 hours to meet their delivery deadline. Nonetheless, Adkison and Skaff took the challenge themselves, working through the night to rewrite the spells and meet the deadline. Even after that heroic effort, the rules document that reached playtesters lacked the templated descriptions from the CEO and the Design VP. The design team had simply ignored their bosses’ hard work.

The failure infuriated Adkison. He lifted Jonathan Tweet to the head of the third-edition team. Designer Monte Cook remembers Adkison’s new directive: “If Jonathan says something it’s as though I said it.” Unlike the TSR veterans on the rest of the team, Tweet had started his career by designing the indie roleplaying game Ars Magica and the experimental Over the Edge. As a member of the D&D team, he convinced the team to adopt some of the more daring changes in the new edition.

7. Make spell power consistent.

Spells of the same level suffer from wildly different power in game play. This means that each spell level includes a few powerful spells that see constant play and many weaker spells that are forgotten. Worse, spells like stoneflesh pose game balance problems.

As long as D&D adds spells, the game will fall short of making their power consistent. The 2024 version of the fifth-edition rules makes changes to nearly 200 spells from 2014. Some changes affect power levels by changing their damage or healing dice, by adding concentration, or even by substituting a different spell for an old name. The changes bring the power level of spells closer to other spells at the same level. Still, silvery barbs remains unchanged even though players widely regard it as broken. And the completely rewritten conjure minor elementals spell joins the list of broken spells often nerfed by house rules.

Related: How new changes created the 4 most annoying spells in Dungeons & Dragons and The 3 Most Annoying High-Level Spells in D&D

8. Shorten one-minute rounds.

Who besides Gary Gygax accepted minute-long rounds as plausible? I recently reread the second edition’s rationalization of why someone can accomplish so little in a minute, but found the explanation as silly as ever. While the length of time simulated by a round makes little difference on actual play, I still prefer some sense underlying the mechanics.

Original D&D specified that a 10-minute turn consisted of 10 combat rounds, making rounds one minute long. Nonetheless, the D&D Basic Set (1977) specified 10-second combat rounds. Editor J. Eric Holmes based the set’s shorter round on house rules like Warlock and The Perrin Conventions common among his circle of California gamers. The West Coast community tended to rely on combat experience earned in fights staged by the Society for Creative Anachronism. To them—and to most gamers—10 seconds seemed like a reasonable time for an exchange of blows. Meanwhile, Gygax stood loyal to D&D’s wargaming roots and favored the 1-minute rounds that let D&D fights mix with Chainmail miniature battles where armies of combatants needed minutes to mount attacks. In the AD&D Dungeon Master’s Guide, Gygax spends a quarter page defending 1-minute rounds against critics who argued that in a minute real archers could fire a dozen arrows and real fencers could score several hits. The second-edition Player’s Handbook dutifully spends four paragraphs justifying the 1-minute round by explaining how a character could easily need a full minute to drink a potion. So much for drinking a potion as a bonus action! When the third edition switched to 6-second rounds, few mourned the 1-minute round.

Wish granted.

Related: How D&D Got an Initiative System Rooted in California House Rules

9. Simplify experience.

Totaling experience shouldn’t require a spreadsheet. Why bother having exacting formulas for combat experience when non-combat experience remains largely up to the DM’s judgment? Newer games use extremely abstract experience systems because calculating experience adds no fun to a game.

Unlike the original D&D and AD&D rules, second edition avoids setting a standard experience point (XP) system for the game. Instead, the Dungeon Master’s Guide reads like a draft presenting two methods: Half the text suggests that DMs improvise awards based on how well players foster fun, show ingenuity, and achieve story goals. Half suggests DMs award XP for beating monsters. The book cautions against awarding XP for treasure. “Overuse of this option can increase the tendency to give out too much treasure.” In the end, the text offers little guidance. “The DM must learn everything he knows about experience points from running game sessions.” Obviously, when I griped about point totals that required a spreadsheet as if that were the only option, I forgot the current edition’s indecisive XP rules.

In practice, the best experience system matches the style of play that gamers want.

For games centered on looting dungeons, D&D’s original XP system worked brilliantly by rewarding players for claiming treasure and escaping the dungeon with as much as they could carry.

For games focused on stories that resemble an epic fantasy tale, awarding experience for overcoming obstacles works better. This builds on the essentials of storytelling where characters face obstacles to reach their goals. Most second-edition players chose to award XP for defeating monsters. This method based XP awards on the game’s most frequent and quantifiable obstacles, namely monsters, so the method avoided relying on arbitrary decisions. However, it fails to account for games without much combat or where smart players reach goals without a fight.

Fifth edition offers an XP system based on beating monsters while suggesting awards for overcoming non-combat challenges.

As a flexible alternative to grant XP for overcoming obstacles, DMs award XP to parties when the reach their goals—the Dungeon Master’s Guide calls these goals “milestones.” Many DMs skip the point totals by simply granting levels for meeting goals.

For gamers who stick to points, the totals still add up to thousands, high enough numbers to merit a spreadsheet. Those high numbers remain as a vestige of the original D&D game where one gold piece brought one experience point.

Related: XP Versus Milestone Advancement—At Least We Can All Agree That Awarding XP Just for Combat Is Terrible

10. Publish fewer rule books.

All the optional rule books make the second edition too sprawling, too heavy, too expensive, and too intimidating. Plus, if you use all the options, then you hardly play the same game.

Ever since TSR Hobbies learned that D&D fans would buy books of campaign lore and character options, the D&D team faced a temptation to publish too many D&D books. As sales sagged in the second-edition era, TSR tried to bolster revenue with more and more books. When the third edition’s sales boomed, Wizards of the Coast tried to capitalize by publishing more books.

But even the most eager gamers can only spend or play so much, so inevitably those additional books meet indifferent players and languish on store shelves. Rows of D&D books in game stores tend to intimidate potential new players who wonder how much they need to buy to start playing and how much they need to master to join existing players. The editions of popular roleplaying games typically end with game store shelves glutted with product. By fourth edition, the D&D team knew this pattern, but they still published hardcovers almost monthly.

Fifth edition stands as the first to stick to a slower release schedule that may avoid the risk of overwhelming fans with products. Until 2018, Wizards of the Coast only published three books a year. Still, the number of D&D hardcovers released annually has climbed to four, then five. Even as a D&D enthusiast, I no longer find time to play or even read every release. Count the wish as granted, but perhaps only through 2021 when five books a year started reaching stores.

Related: How the end of lonely fun leads to today’s trickle of D&D books

11. Make healing spells consistent with the hit point concept.

I can accept the rational behind the gain in hit points a character receives with each level: A 10th-level fighter cannot actually survive 10 times more injury than he could at 1st level. Instead, his combat skills enable him minimize the damage from a stab that once would have run him through, so instead of a fatal wound, the 10th-level fighter suffers a minor cut.

Fine. But why does a cure light wounds spell have a negligible effect on the 10th-level fighter when the same spell can bring a 1st-level fighter from death’s door to perfect health?

I admit this issue is more of a peeve than a serious problem with the system, but a bit of consistency would make the rationale for hit point advancement much easier to accept.

Fourth edition granted this wish. In the fourth edition, rested characters gained a limited number of healing surges, and then healing magic let characters trade surges for healing. Because the number of points healed by a surge grew with a character’s hit point total, magic like healing potions cured wounds in the same proportion at every level. Fourth edition’s treatment of hit points and healing ranks as one of the edition’s best innovations, but it needed the edition’s hit point math to work, so fifth edition returned a scheme where a 1st-level cure light spell offers minimal healing to a high-level character.

Related: D&D’s Designers Can’t Decide Whether Characters Must Rest for Hit Points and Healing, but You Can Choose

How Shadowdark Delivers Old-School D&D Intensity With Modern Game Mechanics

The Shadowdark game by Kelsey Dionne of The Arcane Library bills itself as delivering old school gaming with modernized mechanics. Shadowdark hardly rates as the first game with this approach. Into the Unknown (2019) boasts 5E compatibility combined with old-school mechanisms such as “morale, reaction rolls, random encounters, gold for XP, and henchmen.” Still, with a Kickstarter closing in on a million dollars, Shadowdark stands as an unprecedented success.

I played Lost Citadel of the Scarlet Minotaur, an adventure from the Shadowdark free quickstart set, and marveled at how well the game duplicated so much of the charm of D&D in 1974—except with zero confusion over inches, initiative, and what Gary Gygax meant by writing that elves could “freely switch class whenever they choose.” Make that year 1975; Shadowdark has thieves.How does Shadowdark create the experience of early fantasy gaming with rules that echo fifth edition Dungeons & Dragons, from the ability score bonuses, to advantage, disadvantage, and inspiration?

Death always seems near

In my Shadowdark party, two characters started with 1 hp and one had 2. Sixty percent of the group would likely drop from a single hit! Those rock bottom numbers come from the game’s randomly rolled hit points and from the lowly stats that result from rolling 3d6 in order. My character suffered a -2 Constitution adjustment. To be fair, Shadowdark offers PCs one advantage over brown box D&D. Characters who drop to 0 can be revived. But stabilizing a character takes a DC 15 check and spells often fail, so forget the popular fifth-edition strategy of just letting characters drop to 0 before healing because damage beyond 0 heals for free.

This risk of sudden death gives Shadowdark a sense of peril that I’ve never felt in a fifth-edition game. That makes for a tense, exciting game.

Treasure is the goal

Shadowdark awards experience points for treasure gained and not for monsters slain. This mirrors the original D&D game, which awarded characters much more experience for winning gold than for killing monsters.

D&D players could take their characters anyplace they chose, but the XP-for-gold mechanic rewarded them for risking the dungeon crawls that made the original game irresistible fun. The lure of gold joined priests and rogues, law and chaos, together with a common goal. Plus the quest for treasure resonated with players. Gary wrote, “If you, the real you, were an adventurer, what would motivate you more than the lure of riches?” (See The fun and realism of unrealistically awarding experience points for gold.

Battle becomes a last resort

In addition to rewarding players for seeking fun, the XP-for-gold system offers another benefit: It creates a simple way to award experience points for succeeding at non-combat challenges. As a new character, potentially with 1 hit point, you stand little chance of leveling through combat. Players joke that D&D is about killing things and taking their stuff, but in the original game and in Shadowdark, you are better off using your wits to take stuff. So long as your cunning leads to gold, you get experience.

In modern D&D games, fights routinely drag on until one side is wiped out, often because monsters that surrender or run can spoil the fun unless dungeon masters cope with the hassles of broken morale. To most D&D players, an escape feels like a loss, and nobody likes to lose. But when battle is a dangerous setback in a quest for treasure, monsters who break and run give players a quick and welcome victory. Shadowdark offers morale rolls that make fights quick and unpredictable.

Wandering monsters quicken the pace

Wandering monsters can improve D&D play, mainly by giving players a sense of urgency. Gary recommended “frequent checking for wandering monsters” as a method to speed play. In a perilous game like Shadowdark, players can slow the game with meticulous play, searching everything, checking everything, accomplishing nothing. But the game’s wandering monsters turn time into danger. Every passing minute gives foes more chances to find the party. Wandering monsters rarely carry loot and the XP reward that it brings, so idle characters just face danger with scant reward. Players keep moving, risking the next room in search for treasure.

Players choose their difficulty

In the early D&D game, players chose the amount of difficulty they wanted. Every level of the dungeon corresponded to a level of character, so the first level offered challenges suitable for first-level characters. Players could seek greater challenges—and greater rewards—as they went deeper. This system gives players a choice they rarely get in today’s D&D, and it adds a element of strategy. To lure characters to danger, the 1974 game doubled the number of experience points needed to advance to each level, then matched the increase with similar increases in treasure. (See The Story of the Impossible Luck that Leads D&D Parties to Keep Facing Threats They Can Beat.)

The Shadowdark quick start game doesn’t explain this approach, but the structure is there. Treasure and XP rewards escalate as characters rise in level, coaxing players to delve as far down as they dare.

This design frees DMs from the burden of designing encounters that make players feel challenged without killing characters. Instead, players decide on the risks they dare to face, and if an encounter proves unbeatable, players can run. After all, skilled players avoid fights.

Success requires conserving resources and planning for escape

In the 1975 Greyhawk supplement to D&D, the 6th-level cleric spell find the path focused on escaping dungeons. “By means of this spell the fastest and safest way out of a trap, maze, or wilderness can be found.” In the original books, the sample tricks and traps aimed to get PCs lost in the dungeon where wandering monsters and dwindling resources might finish a party. When Gary’s shifting rooms and unnoticed slopes made the PCs hopelessly lost, find the path offered a way out. (See Spells that let players skip the dungeons in Dungeons & Dragons.)

Shadowdark includes rules that make dungeons as risky as the underworlds that made find the path merit a 6th-level spell. All characters need light to see, so the guide explains, “In this game, a torch only holds back the pressing darkness for one hour of real-world time. There isn’t a moment to waste when the flames are burning low.” In darkness, the characters suffer disadvantage and wandering monsters rush to prey on the vulnerable.

A supply of torches and other light sources become essential, and the tracking the supply becomes more than bookkeeping. The game boasts a simple encumbrance system that matches the one Runequest offered as an old-school innovation in 1978. Characters can carry one item per point of strength. Torches and other light sources fill those precious inventory slots.

Shadowdark also lifts the burden of totaling time in the dungeon by dropping 10-minute turns in favor of the simple method of making 1 hour of play equal 1 hour in the dungeon. This speeds play by spurring players to act with the same urgency as their characters.

In the game I played, as we lit our last torches, we knew we only had an hour to escape the dungeon with our loot. And the wandering monsters made that escape no sure thing. This made our run to the exit as tense as our descent into the underworld.

Ability checks become unusual

Some gamers say that ability checks make modern D&D less fun. These fans of an older style prefer a game where instead of rolling perception to spot a trap door, characters tap the floor with their 10-foot pole.

Shadowdark includes D&D’s modern rules for d20 ability checks, but the game favors an old-school reluctance to make checks. The Game Master Guide recommends “giving players the opportunity to make decisions that rely on their creativity and wits, not on their dice rolls or stat bonuses.”

Faced with a challenge, players must observe and interact with the game world. Instead of scanning their character sheet for solutions, players rely on their wits and ingenuity. Ideally, the game tests player skill more than character stats.

Characters develop through play.

Before starting my Shadowdark game with my 1 hp character, I joked that I’d just finished writing his 8-page backstory. For modern D&D games, I appreciate players who invest in backstories; for a 1 hp character, such a document is pure folly. Instead, the story of a Shadowdark character evolves from playing the game and from the random luck of the die. Starting with characters rolled using 3d6 in order, Shadowdark asks players and GMs alike to surrender control to the dice. Forget planning a story and nudging characters along. Things like wandering monsters and morale rolls take the game into into an unknowable future. Even when characters advance, they roll their hit points and new talents. This trades the fun of building characters in favor of the challenge of playing a character that fate and the dice delivered. Characters stories begin and end as part in the shared story everyone experienced at the game table. (See D&D and the Role of the Die Roll, a Love Letter.)

Modern mechanics

With so many nods to the D&D of 1975, why play Shadowdark instead? The game gains from a foundation built on the fifth edition rules and the nearly 50 years of innovation in the modern game.

So Shadowdark includes cyclical initiative instead of a reference to a system that only appeared in the Chainmail rules.

In the original D&D game, ability scores hardly mattered. Characters with a high score in the most important ability for their class might get at 10% bonus to XP, but otherwise the scores meant little more than a +1 on certain attacks.

In the Blackmoor campaign that led to D&D, Dave Arneson used ability scores as the basis of tests that resemble modern saving throws or ability checks. “Players would roll against a trait, Strength for example, to see if they were successful at an attempt,” writes Blackmoor scholar D. H. Boggs. However, when Gary penned the D&D rules, he lost that effect. Gary favored estimating the odds and improvising a roll to fit. Now, GMs and player alike prefer a clearer system for deciding whether a character succeeds. The d20 mechanic delivers that transparency. (See How Dungeons & Dragons Got Its Ability Scores and Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D.)

Rather than the system of ranges and movement in inches that made sense to a tiny audience of miniature wargamers fluent in inches on a sand table, Shadowdark puts distances into close (5 feet), near (up to 30 feet), and far (within sight during an encounter or scene). You can still play on a grid, but narrative battles play fine too.

Gary’s early games would sometimes put as many as 20 players into a party. The 1975 D&D tournament at Origins gathered parties of 12 for a trip into the Tomb of Horrors. Such large parties designated a caller to speak for the group. Nowadays, gamers speak for themselves. In Shadowdark, everyone takes turns, even outside of combat. No one feels like a spectator. Disciplined parties avoid scattering and becoming easy prey for wandering monsters.

As for elves switching classes, Shadowdark opts for the the 1979 innovation of separating race and class, and the 2020-something innovation of calling “race” something else (ancestry).

As a mix of old and new, Shadowdark lands in a good place.

Steal This Rule: Numenera and XP for Discovery

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?

Related: XP Started as One of D&D’s Breakthrough Ideas. Now the Designers Don’t See the Point

Dungeons & Dragons stopped giving XP for gold, but the insane economy remains

Using Experience Points To Make D&D More Compelling

Even though experience points have fallen from the favor of the designers of Dungeons & Dragons, XP brings advantages proven by countless video games. XP show players steady progress to the reward of their next level. Players feel a sense of control over their advancement. With every victory, gamers see their score rise, leading to higher levels and greater power. This feedback of rewards kept gamers hooked. (See XP Started as One of D&D’s Breakthrough Ideas and XP Versus Milestone Advancement.)

As I run Baldur’s Gate: Descent Into Avernus, I’m using the story-based awards set in the text because adapting for experience points seems like too much work for any potential benefits. Still, in a more open campaign, I would opt for XP.

I suspect D&D fans undervalue the XP system. Dungeon masters tend to be more vocal in D&D circles, but we gain no rewards from experience points, so we just see a chore. As for players, seasoned D&D fans feel far too canny to fall for cheap psychological tricks. (Also, we never stay up playing a video game for just one more level, and we never become distracted by social media.)

For DMs who want the advantages of XP, fifth-edition D&D features a mostly-excellent system. Too bad the terrible part of the system—the XP awards for individual monsters—gets all the attention. Ignore those XP scores for two reasons:

  • The monster XP values hardly relate to the difficulty of the encounter. Most of encounter difficulty stems from the relative numbers of monsters and characters. Also, some monsters like banshees and shadows hit harder than their XP value suggests, others like spell casters rarely survive long enough to merit their XP.

  • Monster XP values steer players toward fighting, even when they might prefer to overcome obstacles with ingenuity and roleplaying.

As my dear Nana used to say about monster XP calculations, “The juice isn’t worth the squeeze.”

Instead of using the monster values, rate every obstacle, even combative monsters, as non-combat challenges as described on page 261 of the Dungeon Master’s Guide. Each challenge gets a difficulty rating of easy, medium, hard, and deadly—call that nearly impossible. If you run a campaign where players have enough freedom to seek greater challenges, higher difficulty scores match higher risks with bigger rewards. Otherwise, you may as well rate every challenge as medium. Uniform ratings free you from judging difficulties and the points even out over the course of the campaign.

By this system, look for places in the adventure where the players’ goals meet an obstacle. The obstacle could be a monster, but also a puzzling door into the treasure room, a disagreeable queen who might offer help, or an ogre with a key. The players can set their own goals with help from the adventure’s hooks, secrets, and clues.

Whenever the players overcome an obstacle on route to their goal, they earn experience for the achievement. Some solutions might pass an obstacle, but leave problems for later. Think of times when the characters sneak past a monster that remains to block their escape. In these situations, you can grant half the XP award for half a resolution.

For investigation and exploration goals, the obstacle comes from the lack of information. Reward the party for the discoveries they make that bring them closer to their goal.

Don’t bother awarding XP to the group and then dividing by the number of characters. Such math only makes sense if you count XP scores by monster, and monster XP scores assume a bogus precision that D&D can’t offer. Instead, just award each character points based on the number and difficulty of obstacles. And in most campaigns, count every obstacle as medium difficulty.

To determine how much experience to award to each character, the following table shows current party levels and the XP awards for easy, medium, and hard obstacles. Nearly impossible challenges earn as much as two medium challenges.

Current Level Easy XP Award Medium XP Award Hard XP Award Medium XP Awards to Advance
1 25 50 75 6
2 50 100 150 6
3 75 150 225 12
4 125 250 375 15
5 250 500 750 15
6 300 600 900 15
7 350 750 1100 15
8 450 900 1400 13
9 550 1100 1600 15
10 600 1200 1900 18
11 800 1600 2400 6
12 1000 2000 3000 7
13 1100 2200 3400 6
14 1250 2500 3800 7
15 1400 2800 4300 7
16 1600 3200 4800 6
17 2000 3900 5900 7
18 2100 4200 6300 6
19 2400 4900 8500 6

If the party mixes characters of mixed levels, award experience points based on the higher-level characters in the party. This helps the lower-level characters catch up. Few players will complain about advancing too quickly.

Sometimes characters need extra experience to keep pace with, say, a hardcover adventure. You can award bonus experience for bigger, story achievements. If you plan on such awards, then when the players set the goal, I suggest writing the quest and award on a note card and giving it to the players. This makes the award feel like a prize for an achievement rather than an arbitrary bonus. The value of XP comes from how the points feel to players. Such bonus XP awards correspond to the milestones described on page 261 of the Dungeon Master’s Guide.

In games where wandering monsters encourage characters to act with urgency, you might skip awarding XP for overcoming these foes. Wandering monsters serve to penalize players for dillydallying, so adding an XP reward just mixes the message. In the original D&D game, wandering monsters usually lacked treasure and the XP award that gold brought, so they worked as a similar consequence for loitering.

My XP table shows the number of medium-difficulty XP awards required to gain a level. This helps DMs see how quickly characters will level and helps plan the pace of a campaign. For faster or slower advancement, you can adjust the XP awards listed.

Players commonly fault XP for adding math and bookkeeping. Many close relatives of D&D adopt smaller XP numbers as a quick route to simpler math. For example, in the second edition of Pathfinder, gaining each level takes 1000 XP. But such uniform numbers might cost a system a key advantage: D&D’s steep, level-by-level rise in XP awards speeds the advance of lower-level characters who join higher-level parties. That helps new characters and players who miss sessions catch up to their companions. Characters never fall far behind their group. Pathfinder works to capture a similar advantage by  granting party members behind in level double XP.

Still, an XP system that counts obstacles rather than monsters could grant 1 point for an easy, 1st-level obstacle rather than 25. From there, every XP award would be 1/25th of its current D&D value. This table shows XP values divided by 25.

Level Experience Points Medium XP Award
1 0 2
2 12 4
3 36 6
4 225 10
5 260 20
6 560 24
7 920 30
8 1360 36
9 1920 44
10 2560 48
11 3400 64
12 4000 80
13 4800 88
14 5600 100
15 6600 112
16 7800 128
17 9000 156
18 10600 168
19 12200 196

The smaller numbers have some appeal, but they hardly merit a house rule that confuses players by replacing the standard XP advancement table.

Some DMs suffer from players who ask for XP awards throughout a game session. While this reveals the addictive boost XP can deliver, it also brings the worst aspects of XP, the bookkeeping and distraction.

Never award XP until the end of a game session. But avoid delaying the awards until next time, because you want the accomplishments to feel fresh and the rewards immediate. Review of the characters’ successes while you cite the XP awards each earns, and then the total award for the session.

Recounting the achievements and awards makes the most of the cheap, I mean, powerful psychological boost brought by XP. Players hear they did well and feel good about their accomplishments. Plus, the account helps everyone understand and remember the session. This pays off during the next session.

Related: How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure.

Postscript: My last post promised the XP award Gary Gygax should have used instead of gold, but this post has run long enough. See XP for discovery.

XP Versus Milestone Advancement—At Least We Can All Agree That Awarding XP Just for Combat Is Terrible

When Dungeons & Dragons arrived in 1974, players rated experience points (XP) as one of the game’s most irresistible features. Now, all of D&D’s official adventures ignore the experience point system, and the official Adventurers League campaign has dropped XP. See XP started as one of D&D’s breakthrough ideas. Now the designers don’t see the point.

In the place of experience, the official adventures and the league substitute what folks commonly call milestone advancement—leveling after story-driven accomplishments. The Dungeon Master’s Guide (p.261) calls this method story-based advancement.

“I have no quarrel with you sir, but I need the XP.”

Dungeon masters typically favor milestone advancement because it spares them the chore of planning and calculating XP awards. Instead, milestones give DMs lazy and total control over when characters advance.

While DMs dislike accounting for XP, adventure writers hate fitting XP in their designs. Organized play campaigns typically required designers to write their adventures around combat encounters that net a specific number of XP. Some authors met their XP quotas by adding bandit encounters until ambushed by thugs became a cliché of awkward design. Adventure paths pose an even bigger challenge. “Designers have to jam in the ‘correct’ number of combat encounters to make sure the PCs level up at the right pace,” writes D&D head Mike Mearls. “Adventure design thus becomes a process of matching up the right flow of XP to the correct tempo of the plot.” Designers who wanted fewer fights could add XP awards for accomplishing story goals, but these awards lead to the same outcome as just telling players to level up. Just telling players to take a level skips the math and planning.

Experience points come weighed with another negative: Everyone agrees that the XP system commonly used for D&D’s last 30 years is terrible. Those three decades began when D&D’s second edition stopped awarding experience for winning gold, leaving the notion that characters only gained XP for killing monsters. That has never been strictly true, but players, organized play, and designers most often treated XP-for-slaying as the rule.

D&D builds around three core activities: roleplaying interactions, exploration, and combat. Awarding XP just for monster slaying rewards just one of those pillars. This twisted incentive shapes play. For example, players in the third-edition Living Greyhawk campaign understood that their experience came from killing monsters, so many players felt resigned to solving every problem with violence. You might be able to succeed through stealth or diplomacy, but only battle guaranteed XP. “I once had a player tell me they were 40 XP short, so they wanted to go kill a few bears,” writes SwampRob. We’ve all known that player.

Erin Adams writes, “As a story-focused player, I’m not a huge fan of XP because it seems to skew the focus towards combat. I enjoy letting the DM decide when it’s time to level up because it often feels like a reward. Leveling after a tough social combat feels just as satisfying as leveling after a boss fight.”

When the Adventurers League stopped counting XP, the administrators cited a desire to support the roleplaying and exploration pillars.

DMs and adventure designers tend to dislike XP because milestones offer an easier route to the same bottom line. But computer games prove how compelling XP feel to players. With every battlefield victory, gamers see their score rise, leading to higher levels and greater power. This feedback of rewards keeps gamers hooked. We all love stacking wins and watching our scores rise.

Fifth-edition D&D includes an excellent XP system that allows players to gain points for overcoming challenges and achieving their goals. Characters can gain levels without grinding through combat. But the system still requires some bookkeeping. Do XP feel compelling enough to tabletop players to merit the math? Many players say yes.

Players like how winning XP gives a sense of progress. Nicholas Qualls writes “I enjoy the wrap up at the end of the game to see how well we did, and actually seeing a quantifiable measurement of progress.” Players enjoy anticipating the next level.

Scott “The Angry GM” Rehm describes the positive feedback loop that experience points create. “Growing in power feels good. Making progress with your character feels good. Making progress in the game feels good. Winning feels good. And connecting the extrinsic rewards with the intrinsic good feelings makes everything feel even better.” Some players like to beat monsters, some like to achieve progress in the game, some like to gain power, and some like watching their score zoom higher. Most of us enjoy a mix. Experience points connects all those good feelings into a loop where one joy leads to another. “Everyone gets something out of it. And therefore everyone can celebrate together even if their motives are different.”

XP Gives players a measure of control, which encourages players to take risks that make the game more fun and exciting. Peter James Mann writes, “I find that XP makes everyone at the table gamble for higher rewards, and that end game tally can really be a nail-biter. Unfortunately, milestone advancement has felt a little anticlimactic over time.”

Tom Henderson writes, “It makes me feel like I am actively involved with leveling my character as opposed to having a GM decide when I get to advance.”

XP makes an especially good fit for more open campaigns where characters wander without an overriding narrative shaped by a hardcover or a DM’s plan.

In more story-driven campaigns, where hooks and clues lead players through an adventure, and where the DM adds achievement XP awards, the players’ control over their advancement looks more like an illusion. Nate Finch writes, “The GM always just chooses when you level up. It’s just less work if you don’t have to bean count.”

The players who preferred milestones all touted the freedom from bookkeeping. Instead of feeling distracted by the game of seeking XP, they felt focused on story and character.

Milestone advancement works best when players know what achievement will earn their next level. Adam N. Dobson writes, “My group unanimously prefer milestones. The goals are made clear and they pursue them without feeling that they have to kill everything. Milestones are more inventive, immersed, and versatile.”

“If a DM uses [milestones],” Graham Ward writes, “I like to have some information on what those are. Even the illusion of an objective measure makes a difference for me. I hate when DMs decide on the fly.”

Next: Doing experience points right and the XP award Gary Gygax should have used instead of giving XP for gold.

XP Started as One of D&D’s Breakthrough Ideas. Now the Designers Don’t See the Point

When Dave Arneson ran a session of his Blackmoor dungeon for his Dungeons & Dragons co-creator, Gary Gygax’s biggest impression came from two innovations: (1) the dungeon expedition and (2) how characters improved with experience. In Playing at the World, author Jon Peterson describes reactions to the revolutionary game and shows new players and reviewers always touting the experience system. The steady reward of experience and levels forged an obsession for many players. I shared their fervor. In my junior high cafeteria, when I overheard some kids talking about a strange game where you could kill an orc, gain experience points, and get better at fighting, that single notion hooked me.

Early in Dave’s Blackmoor campaign, characters earned one experience point for each hit point of the monsters they killed. Players rarely saw the details. Blackmoor player Greg Svenson recalls, “We didn’t track our experience points as is done now. Dave simply told us when we had transitioned from one level to another.” Dave liked to shield players from his game’s numbers, partly for mystery, partly so he could change rules whenever he thought of something better.

His method for awarding experience certainly evolved. In a 1978 interview, Dave Arneson recalled awarding experience for characters who used skills associated with their class. “Each player increases in ability in a given area by engaging in an activity in that area. For a fighter this meant by killing opponents (normal types of monster), their ability to strike an opponent and avoid the latter’s blows was increased.”

While realistic, awarding experience points (XP) for different activities could have split groups to work their separate professions. If characters gained, say, spellcasting ability through endless hours of practice and study, players would face choosing between the fun of exploring dungeons and the drudgery of practice. “While it is more ‘realistic’ for clerics to study holy writings, pray, chant, practice self-discipline, etc. to gain experience, it would not make a playable game,” Gary wrote in the Advanced Dungeons & Dragons Dungeon Master’s Guide. “Magic users should be deciphering old scrolls, searching tomes, experimenting alchemically, and so forth, while thieves should spend their off-hours honing their skills, casing various buildings, watching potential victims, and carefully planning their next job. All very realistic, but conducive to boredom.”

In the pursuit of realism, Chivalry & Sorcery (1977) took study so seriously that the authors argue that magic users shouldn’t leave their labs at all. “What real ‘experience’ is to be had in a dark, damp dungeon?”

Gary saw dungeon expeditions as the second compelling innovation in Dave’s game. To succeed, the budding D&D game needed a way to lure every character into the dungeon, and then to reward their risk taking. Players loved seeing their characters gain power, so Gary motivated them to explore dungeons by stocking the underworld with treasure and by awarding characters experience for winning gold. The rogue might want wealth, and the paladin might want to smite monsters and to give to the church, but they could both win experience in the dungeon. Plus, the hunt for treasure resonated with players. Gary wrote, “If you, the real you, were an adventurer, what would motivate you more that the lure of riches?”

In addition to rewarding players for seeking fun, the XP-for-gold system offered another benefit: It created a simple way to award experience points for succeeding at non-combat challenges. As a new PC in the original game, potentially with 1 hit point, you had little chance of leveling through combat. Players joke that D&D is about killing things and taking their stuff, but in the original game, you were better off using your wits to take stuff. So long as your cunning led to gold, you got experience.

In the original game, characters earned much more experience for gold than for monster slaying. This rewarded players for engaging in exactly the dungeon exploration that made the game so much fun.

Once treasure led characters to the dungeon, Gary harnessed the system to tempt players to higher risks. In the early D&D game, players chose the amount of difficulty they wanted. Every level of the dungeon corresponded to a level of character, so the first level offered challenges suitable for first-level characters. Players could seek greater challenges—and greater rewards—as they went deeper.

When Gary created this aspect of the game, he needed to find ways to entice players deeper into the dungeon. If a cautious party could gain nearly as much loot on an easy dungeon level as on a deeper one, why go down? Gaining experience could become a safe—and dull—grind.

To draw characters to danger, Gary doubled the number of experience points needed to advance to each level, then matched the increase with similar increases in treasure. To rise in level at a tolerable rate, players needed to delve as far down as they dared.

Doubling both experience requirements and rewards offered a second benefit: Low-level characters could join a higher-level party and catch up quickly. This gave newer characters a boost and so made dead characters easier to replace. Also, the quicker advancement made monsters that drained characters of levels a bit less punishing.

In the decade after D&D’s introduction, a mania for creating realistic alternatives to D&D dominated the hobby. Every D&D player who ever wielded a foam sword cooked up a more realistic alternative to the D&D combat system.

The XP-for-gold system struck players everywhere as unrealistic. In the original Arduin Grimoire (1977), Dave Hargrave wrote that in his game, “[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.” In 1989, with the second edition, D&D would follow suit. The game would never award XP for gold again.

Without XP for gold, only killing monsters earned specific experience awards. Players liked to say the D&D only awarded XP for killing things, but that has never been true. While second edition stopped granting experience for gold, “a character can earn experience points for successfully completing an adventure or achieving a goal the DM has set.” But neither dungeon masters nor published adventures tended to follow the advice. Everyone, professionals included, tended to ignore improvised awards for experience in favor of the set numbers printed for each monster.

In the countless video games that adopted experience points, the mechanic proved its psychological draw. With every battlefield victory, gamers saw their score rise, leading to higher levels and greater power. This feedback of rewards kept gamers hooked. Electronic games brought advantages to an XP system. The computer freed players from working the math, and CPUs patiently served an endless stream of foes to characters who needed to grind their way to the next level. Still, grinding hardly sounds fun.

When second edition stopped awarding XP for gold, D&D superficially became more of a game of killing than ever. Except D&D matured anyway. Adventures started spinning stories deeper than that one time we killed a minotaur for gold. Originally, every character chased treasure; now, characters pursue adventure for justice or for honor or for countless other reasons, including treasure. And that worked so long as when players joined a game, they joined an unspoken pact to find reason for their character to accompany the other characters in following the plot.

In the newer, story-driven play style, some players stopped seeing the point of counting experience. Those players included current D&D head, Mike Mearls. “Tracking experience points and using them to award levels makes a lot of sense in open-ended games, where the players can go where they wish, tackle the specific challenges that appeal to them, and create their own goals as a campaign progresses. In this type of game, when the players decide to assault the lair of a blue dragon, their primary goal is most often the treasure and XP they’ll gain for defeating it,” Mike wrote.

“In a more story-driven campaign, however, that lair assault could have a more complex purpose. Defeating the dragon removes a threat to the realm and creates a key event in the campaign’s story arc. In this type of campaign, treasure and XP take second place in the characters’ goals, behind the dragon’s importance in the narrative. The reward lies in making the kingdom safe and completing the mission, not necessarily in collecting loot. Leveling up might feel like the best way to mark that campaign milestone, even if the XP earned by slaying the dragon doesn’t quite cover it.”

In addition to faulting XP for failing to serve narrative campaigns, D&D’s designers disliked the bookkeeping behind XP. Jonathan Tweet and Rob Heinsoo, the designers behind D&D’s 3rd and 4th editions wrote, “We think that XP systems are better left to computer games.

Even today, players still mischaracterize D&D as a game that only awards experience for slaying, mainly because every monster lists an XP number, while diplomatic and other challenges lack them.

Meanwhile, the game’s designers abandoned experience points in favor of milestones—leveling after story-driven accomplishments. Mearls wrote, “In the past, we’ve always defaulted to using experience point rewards for everything. However, for narrative-driven adventures like adventure paths, that approach can prove troublesome. Designers have to jam in the ‘correct’ number of combat encounters to make sure the PCs level up at the right pace. Adventure design thus becomes a process of matching up the right flow of XP to the correct tempo of the plot. Otherwise, if characters don’t level up at the expected rate, subsequent chapters in an adventure path become too difficult or too easy.”

When Mike complains about jamming in combat encounters, he reinforces the canard that the D&D rules only allow XP for killing monsters. Even a long-time designer never considers other XP awards. To be fair, story awards that help characters meet the level requirements of an adventure yield the same result as a DM announcing that everyone gains a level. Milestones lose the math, but they also lose the hook of small XP rewards for successes, seeing progress, and then earning levels.

The fifth-edition hardcover adventures lack enough monster-slaying XP to keep characters on pace with the adventure’s target levels. The designers could have added XP awards for other accomplishments, but they show little interest in supporting XP. This disinterest posed a problem for those of us who ran the hardcover adventures for the Adventurers League through the first 7 seasons. The league used experience then, and if the characters had only earned XP for slaying, they would never reach the levels targeted by the adventure. I may have violated the letter of League rules by awarding extra XP for overcoming non-combat challenges. I may be good, but I’m not completely lawful. Don’t tell the administrators.

Now, the League follows the D&D designers by dropping XP in favor of granting players the option to advance after an adventure, chapter, or other milestone.

Next: XP versus milestone advancement—at least we can all agree that awarding XP just for combat is terrible.

How to Run Better D&D Games By Doing Less

If you are a dungeon master, the easiest way to improve your game sessions might be to do less. Rather than doing all the tasks of running the game, delegate some to the players.

This lesson took me a long time to learn. I found Dungeons & Dragons in an era when gamers took the master part of dungeon master seriously. Some control freaks even thought dungeon masters should make all the players’ die rolls to better conceal ACs and other secrets. (See Would You Play With a Dungeon Master Who Kept Your Character Sheet and Hid Your PC’s Hit Points?) I never went so far, but I never considered imposing DM chores on the players. Besides, I felt happy to do the chores myself.

Years of running tables in 4-hour convention games made me change. Especially with D&D’s fourth edition, convention sessions threatened to push past the time allowed, robbing the players of a satisfying conclusion. Rather than let a session go long, I found ways to speed the game. I learned to delegate parts of the game to the players.

I've learned a lot about dungeon mastering in rooms like this at Origins

I’ve learned a lot about dungeon mastering in rooms like this one at Origins.

The benefits surprised me. Delegating did more than help end a session on time. It led to better games.

Typically, dungeon masters run all the non-player characters, describe the action, track initiative, set up maps and figures, make rulings, and so on and on. The players mostly wait for the DM’s attention. A DM’s pace tends to bottleneck the pace of a role-playing session.

Delegation reduces the bottleneck at the dungeon master. Games move faster, so everyone enjoys more time adventuring. Plus, when players gain more to do, they remain engaged in the game and have more fun.

What tasks can you delegate?

Tracking initiative. If you poll your players for initiative scores and keep track yourself, you should change your method. Unless you run games for young kids or new players, let the players manage most of the initiative. I drape initiative tents over my DM screen so that I can reference stats on the cards, but players fill the cards—even monster names—and put them in order. Typically, they call out turns. For more, see The Best Ways to Track Initiative in Dungeons & Dragons.

Referencing rules. Stopping a session to page through the rules robs the game of momentum. Ask your players to look things up. Usually, I just need to understand a spell and can resolve other actions until I get the details.

Drawing the battle map. If someone can draw the room while I grab miniatures, combat starts faster. Don’t bother describing every detail to sketch. Just ask someone to draw, say, a 40 by 60 room, then you can draw the doors and profane altars and other features.

Running allied non-player characters. Whenever an non-player character might take the side of the players in a fight, I always print an extra sheet with the character’s combat stats. My regular players lobby for the chance to run an NPC. If the ally doesn’t require bring much personality or motive, anyone can run it. If I need someone to show the NPCs’ fear of fire or hatred of magic, I pick the role players with character portraits on their table tents—the players who introduce their characters in funny voices.

Recapping the last session. When you continue a campaign, ask if anyone can recap the last session. This allows you another moment to prepare while giving you a sense of what the players considered interesting or important. Plus, you may uncover things you told the players that proved confusing or misleading.

Tallying experience points. Players keep track of the gold they win. Why not have a player keep track of experience points too? After each encounter, while you still have the monsters and encounter notes in view, give the experience values to a volunteer accountant.

Githyanki marked with numbered disks

Githyanki marked with numbered disks

Numbering monsters. I use numbered markers to distinguish the miniature figures on my battle map. Compared to players attacking “this” and “that” monster, the numbers avoid confusion and speed play. Tracking damage becomes easier. See Number Your Monsters to Stop Wasting Time Finding Them on the Battle Map. Usually, I hand one player a stack of numbered markers and let them tag the monsters.

Track damage dealt to foes. Damage dealt is not secret information for the DM. (Seeking a tactical advantage, my Dungeons & Dragons Championship teams kept track of damage.) Delegate damage tracking to that player who likes to deduce monster ACs and can total 8d6 fireball damage at a glance. When a monster takes damage, have the tracker report its total damage. If the total exceeds the monster’s hit points, describe the kill.

Or let the player describe their moment. Delegate. The game doesn’t just belong to the dungeon master. It belongs to everyone at the table. See Should a Dungeon Master Invite Players to Help Create the D&D World Beyond Their Characters?

Delegate to run better role-playing game sessions by doing less

If you are a game master, the easiest way to improve your game sessions might be to do less. Rather than doing all the tasks of running the game, delegate some to the players.

This lesson took me a long time to learn. I found Dungeons & Dragons in an era when gamers took the master part of dungeon master seriously. Some control freaks even thought game masters should make all the players’ die rolls to better conceal ACs and other secrets. (Hint: Don’t do that.) I never went so far, but I never considered imposing DM chores on the players. Besides, I felt happy to do the chores myself.

Years of running tables in 4-hour convention games made me change. Especially with D&D’s fourth edition, convention sessions threatened to push past the time allowed, robbing the players of a satisfying conclusion. Rather than let a session go long, I found ways to speed the game. I learned to delegate parts of the game to the players.

I've learned a lot about game mastering in rooms like this at Origins

I’ve learned a lot about game mastering in rooms like this one at Origins.

The benefits surprised me. Delegating did more than help end a session on time. It led to better games.

Typically, game masters run all the non-player characters, describe the action, track initiative, set up maps and figures, make rulings, and so on and on. The players mostly wait for the GM’s attention. A GM’s pace tends to bottleneck the pace of a role-playing session.

Delegation reduces the bottleneck at the game master. Games move faster, so everyone enjoys more time adventuring. Plus, when players gain more to do, they remain engaged in the game and have more fun.

What tasks can you delegate?

Tracking initiative. If you poll your players for initiative scores and keep track yourself, you should change your method. Unless you run games for young kids or new players, let the players manage most of the initiative. I drape initiative tents over my DM screen so that I can reference stats on the cards, but players fill the cards—even monster names—and put them in order. Typically, they call out turns. For more, see “Everything I know about tracking initiative.”

Referencing rules. Stopping a session to page through the rules robs the game of momentum. Ask your players to look things up. Usually, I just need to understand a spell and can resolve other actions until I get the details.

Drawing the battle map. If someone can draw the room while I grab miniatures, combat starts faster. Don’t bother describing every detail to sketch. Just ask someone to draw, say, a 40 by 60 room, then you can draw the doors and profane altars and other features as you describe them.

Running allied non-player characters. Whenever an NPC might take the side of the players in a fight, I always print an extra sheet with the NPC’s combat stats. My regular players lobby for the chance to run an NPC. If the ally doesn’t require bring much personality or motive, anyone can run it. If I need someone to show the NPCs’ fear of fire or hatred of magic, I pick the role players with character portraits on their table tents—the players who introduce their characters in funny voices.

Recapping the last session. When you continue a campaign, ask if anyone can recap the last session. This allows you another moment to prepare while giving you a sense of what the players considered interesting or important. Plus, you may uncover things you told the players that proved confusing or misleading.

Tracking conditions. Fourth edition Dungeons & Dragons loyalists can benefit from letting one player mark figures suffering from conditions such as bloodied, dazed and so on. If the player consistently remembers when conditions lift, then they keep better track than I ever could.

Tallying experience points. I haven’t recruited a player to keep track of experience rewards yet, but I should have started last night. After each encounter, while you still have the monsters and encounter notes in view, give the experience values to a volunteer accountant.

Track damage dealt to foes. Damage dealt is not secret information for the GM. (Seeking a tactical advantage, my Dungeons & Dragons Championship teams kept track of damage, yet that data never vaulted us into first place.) Delegate damage tracking to that player who likes to deduce monster ACs and can total 8d6 fireball damage at a glance. This player can keep track in plain sight: in dry erase on a white board or the edge of the battle map. If that proves impractical, then when a monster takes damage, have the tracker report its total damage. If the total exceeds the monster’s hit points, describe the kill.

Or let the player describe the kill. Delegate. The game doesn’t just belong to the game master. It belongs to everyone at the table.

What is the typical amount of treasure awarded in a fifth-edition Dungeons & Dragons campaign?

The fifth-edition Dungeon Master’s Guide advises dungeon masters, “You can hand out as much or as little treasure as you want.” The new Dungeons & Dragons game offers DMs the freedom to create a gritty, low-magic campaign without any “intrinsic bonuses” that fix the math. It allows legendary campaigns where parties fly like superheroes and challenge the gods. All good, but most of us want a campaign that feels like D&D. Most will seek a middle path.

lossy-page1-399px-Dokumentation,_utställningen_'Silver_och_smycken_till_vardag_och_fest'_år_2006_-_Hallwylska_museet_-_85820.tifFor this baseline, the DMG lists random treasure hoards and suggests how many hoards to award through a tier of adventure.

Obviously, you can award treasure without rolling a random hoard. I suspect most DMs prefer to imagine their own treasure parcels and to award them as they see fit. In this post, I unpack the random hoards and find the middle path behind the random tables. If you skip the hoards, but aim to match the typical treasure awards, this post provides the targets that the DMG lacks.

Q: How many treasure hoards will the PCs win?

The DMG offers this guideline: “Over the course of a typical campaign, a party finds treasure hoards amounting to seven rolls on the Challenge 0-4 table, eighteen tolls on the Challenge 5-10 table, twelve rolls on the Challenge 11-16 table, and eight rolls on the Challenge 17+ table.” (p.133)

Q: How many encounters must a PC complete to level?

At levels 1 and 2, PCs will typically complete 6 medium-difficulty encounters to gain a level.

At level 3, PCs will typically complete 12 medium-difficulty encounters to gain a level.

From level 4 to 9, PCs will typically complete 15 medium-difficulty encounters to gain a level.

From level 10 to 19, PCs will typically complete 10 medium-difficulty encounters to gain a level.

In any case, each hard encounter counts for about 1½ medium encounters. In actual play, the numbers will vary. For instance, many DMs award experience for non-combat challenges.

Throughout all tiers of play, PCs will collect 1 treasure hoard per 5 medium encounters. If you typically finish 5 encounters per play session, players get 1 hoard per session.

Q: How much gold will PCs gain over their career?

The following table shows the wealth a party will gain over their career, to be divided among the PCs. The hoard values come from averages calculated at blog of holding and Dreams in the Lich House. The value of a hoard at a tier tends to be 10 times the value of the prior tier. This fits with D&D’s tradition of steep increases in treasure. See “Why D&D characters get tons of gold and nowhere to spend it.” All treasure values are in gold pieces.

Level Hoards at level Encounters
at level
Hoard value Gold at level Cumulative gold at start
1 1 6 376 376 0
2 1 6 376 376 376
3 2 12 376 752 751
4 3 15 376 1,128 1,504
5 3 15 4,545 13,635 2,632
6 3 15 4,545 13,635 16,267
7 3 15 4,545 13,635 29,902
8 3 15 4,545 13,635 43,537
9 3 15 4,545 13,635 57,172
10 3 17 4,545 13,635 70,807
11 2 10 36,200 72,400 84,442
12 2 10 36,200 72,400 156,842
13 2 10 36,200 72,400 229,242
14 2 10 36,200 72,400 301,642
15 2 10 36,200 72,400 374,042
16 2 10 36,200 72,400 446,442
17 2 10 336,025 672,050 518,842
18 2 10 336,025 672,050 1,190,892
19 2 10 336,025 672,050 1,862,942
20 2 336,025 672,050 2,534,992
Wealth at end of career: 3,207,042

Unlike Third- and fourth-edition, this edition offers no obvious outlet for the PCs’ wealth at higher levels. Earlier editions empowered PCs to buy magic items. PCs spent their gold on equipment that enhanced their power. The DMGs showed the wealth that PCs required to beat the monsters. Too much gold meant that PCs romped through dungeons, dropping monsters like pinatas; too little meant total-party kills. The new game sets no such requirements.

Q: How many magic items will each PC gain?

This table shows the magic items each member of a party of 4 will gain when they
score the typical number of treasure hoards. To keep pace, parties with more than 4
PCs will need to gain magic items from other sources such as more hoards, fallen enemies,
or a magic item market.

Level Consumable items Permanent items
1 1 common 1st uncommon
2 1 common
3 1 common
4 1 common
5 1 common 2nd uncommon or a 1st rare
6 1 uncommon
7 1 uncommon
8 1 uncommon 1st rare or 2nd uncommon
9 1 uncommon
10 1 uncommon
11 1 rare 2nd rare or a 1st very rare
12 1 rare
13 1 rare
14 1 rare 1st very rare or a 2nd rare
15 1 rare
16 1 very rare
17 1 very rare 1st legendary
18 1 very rare
19 1 very rare
20 1 legendary

Update: Andy Pearlman presents an exhaustive analysis of the treasure tables in this post on Magic and the Math of 5E. He concludes that PCs will claim about 5 items over the course of their career rather than the 6 listed in my table. Also, his analysis shows that +3 and other legendary items start trickling into the PCs’ hands at level 11.

This table only shows the magic PCs gain in a typical game, not the magic they require. In earlier editions of Dungeons & Dragons, higher-level characters required magic items that increased accuracy, which is a character’s chance of hitting. Without these accuracy enhancements, a PC could hardly hit, only flail away, hoping for a natural 20. In fifth edition, PCs can hit without magical accuracy bonuses, so they do not require magic just to play. Obviously, magic items still make PCs more powerful, but at any level, a PC without magic can contribute.

Next: In fifth-edition D&D, what is gold for? Three principles of granting gold

Why D&D characters get tons of gold and nowhere to spend it

The original Dungeons & Dragons game awarded characters an experience point for each gold piece they claimed from the dungeon. See “The fun and realism of unrealistically awarding experience points for gold.” This provided a simple method of awarding non-combat experience and motivating players to loot dungeons—the activity that made the game fun. The success of awarding XP for gold rested on three premises of the early D&D game.

  • Adventures always occur within the dungeon or wilderness.
  • Players choose the difficulty of the challenges they dared to face.
  • Characters will find ways to spend their riches.

By the time second edition stopped awarding XP for gold, none of these premises remained true.

Premise: Adventures stick to the dungeon. When D&D adventure expanded beyond the dungeon into civilization, players felt tempted to treat towns and cities as massive gold and experience farms. Why bother facing terrors and traps underground when the local townsfolk offer sources of wealth, and the XP it brings? For more, see “Two weird D&D questions no one asks anymore, answered by the City State of the Invincible Overlord.”

This problem invites an easy solution: By the 1981 Basic Set, characters needed to recover gold from a dungeon or similar adventuring location to gain experience for it.

Lamentations of the Flame Princess, a recent game with an old-school XP-for-gold system, lists many sources of gold that do not count for XP.

The following may gain the characters wealth, but they do not count for XP purposes:

    • Coins looted from bodies outside of adventure locations
    • Rewards
    • Selling equipment stripped from foes
    • Selling magical items that have been used by a PC or retainer
    • Tax income
    • Theft of wealth from mundane merchants, rulers, and citizens
    • Trade, commerce, and other business activity (including selling of mundane items stripped from foes)

If you want XP, you must earn it.

Premise: Players set the challenge. In most modern D&D campaigns, dungeon masters devise adventures that will challenge their players without proving too difficult. The Dungeon Master’s Guide includes pages of budgets and formulas aimed providing just enough challenge.

In the early D&D game, players chose the amount of difficulty they wanted. Every level of the dungeon corresponded to a level of character, so the first level offered challenges suitable for first-level characters. Players could seek greater challenges—and greater rewards—as they went deeper.

This system gives players a choice that they lack now, and it added a element of strategy.

When Gary created this aspect of the game, he needed to find ways to entice players deeper into the dungeon. If a cautious party could gain nearly as much loot on an easy dungeon level as on a deeper one, why go down? Gaining experience could become a safe—and dull—grind.

To lure characters to danger, Gary doubled the number of experience points needed to advance to each level, then matched the increase with similar increases in treasure. To rise in level at a tolerable rate, players needed to delve as far down as they dared.

Doubling both experience requirements and rewards offered a second benefit: First-level characters could join a higher-level party and catch up quickly. This gave new players a boost, and made dead characters easier to replace. Also, the quicker advancement made level draining a bit less punishing.

Premise: Players have meaningful ways to spend their riches.

Before 2E, most of the experience players gained came from gold. For example, in the 1981 D&D Basic Rulebook (p. 45), Tom Moldvay wrote that characters could expect to gain 3/4 or more of their XP from treasure. With experience requirements roughly doubling at each level, players needed tons—as in thousands of pounds—of gold to advance. In an evaluation of the basic-expert rules set, Blackrazor calculates that to advance from 8th to 9th level, a party of characters must claim 40 tons of gold.

In a real world, such a bounty would cause runaway inflation and threaten an economic collapse. Luckily, PCs typically leave these bounties unspent, keeping a tally on the character sheet instead. No DM makes the party round up the 80 Bags of Holding needed to carry 40 tons of loot.

Walt Disney's Uncle Scrooge #254Of all the versions of D&D, these basic-expert rules present a worst case, but every edition serves up enough gold to fill Scrooge McDuck-style swimming pools.

In Dave Arneson’s Blackmoor campaign and in Gary Gygax’s Greyhawk campaign, players could spend their riches in an end game. In Blackmoor, player characters served as leaders and champions in series of miniature battles featuring armies clashing above ground. PCs explored dungeons to gain wealth that could enable them to raise armies, build fleets, and erect strongholds.

Gary had designed the Chainmail miniature rules that Dave used, so a progression from green adventurer to battlefield champion to baron seemed natural to both men. The original D&D game includes prices for castle structures and ships, along with costs for the men at arms and sailors needed to build a kingdom. The game served up riches, but the wealth led PCs out of the dungeon and onto the miniature battlefield.

This scheme suffered one problem: Almost no one went on to the stronghold-building, army-raising part of the game. That sort of play made sense to miniature players like Dave and Gary, but the game’s new players had no experience with sand tables and lead figures. The price lists for barbicans and medium horsemen puzzled us. Even the miniature grognards kept going back to the dungeon. The dungeons under Castle Blackmoor began as a minor diversion to the campaign’s fantasy battles above ground, but the Blackmoor bunch spent so much time underground that Dave Arneson ultimately declared the above-ground conflicts lost to forfeit.

So D&D characters gained riches fit for kings, but they kept returning to the dungeons for another score.

Next: D&D stopped giving XP for gold, but the insane economy remains.