The Problem
In a thread on Reddit’s /r/osr subreddit, someone asked about ways to award XP for disarming or otherwise dealing with traps. I replied with this comment:
Just take the easy route and award XP based on the ability score used multiplied by some factor, perhaps based on the difficulty of the trap. EXAMPLE: PC uses Intelligence to disarm a trap that does 2 dice damage, so multiply Int by 2.
Now, this is based on a blog post I wrote ages ago about the more general topic of using ability scores for XP awards. This was originally meant to be an alternative to XP bonuses based on prime requisite, for example Fighters with Strength 18 earning +10% experience for monsters slain. I later broadened the idea to XP for actions other than combat or treasure, which would include dealing with traps. But how large should this reward be?
Scaling by Difficulty
I and some other people playing OD&D use 100 xp per HD and 1 xp per gp for treasure, which means prime requisite bonuses would be +5 or +10 xp per HD or per 100 gp of treasure.
I bring this up because I would set the difficulty of non-combat, non-treasure tasks as either an HD equivalent or a treasure value equivalent. For traps, their “Hit Dice” could be set equal to the damage they do, as in the example from my Reddit comment.
Or, if the trap has a non-damaging effect, the GM can find a spell that more or less duplicates that effect and use the spell’s level as its “Hit Dice”. For example, a trap that drops victims safely into a small cell to keep them from leaving could be treated as Hold Person (Level 3.)
Multiplying an ability score by HD or spell level would thus give an xp bonus in the range of +3 to +18 xp per HD. Higher than -20 to + 10 xp under the traditional system, but not far off.
The Conclusion
My original suggestion was to multiply that score bonus by 10, because I was thinking “average ability score of 10 times 10 equals 100 xp, same as for a 1 HD monster.” But I think I’d prefer one of these two alternatives:
- Add 100 to the ability score and multiply by HD, no other factor. This gives xp awards that are only a tiny bit off from the original.
- Don’t add anything, just multiply scores by 5. This seems low, but if you award xp for non-combat actions and allow ability score combos (Strength + Dexterity for fighters using agile maneuvers to deliver the mightiest blows,) the extra xp awards compensate.
I think I prefer the second option, since it’s easier: just halve the ability score and add a zero to the end as an extra digit (the easy way to multiply by 5.) But I may have more to say about this in a future post.
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