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Simplified XP

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  • Heroes need to gather 10 XP for every level up.
  • XP is gained by making meaningful progress toward the parties current goals.

Why use this?

Nimble uses Milestone leveling and while I do prefer it over the nitty gritty of tracking XP for every single monster and action it can be hard for players to gauge progress, when milestones take multiple sessions to accomplish. Using the 10 XP method is a good middleground between Milestone and conventional XP Leveling, offering visible tracking of progress, without adding much overhead in calculating XP for every small thing.

How to use, when coming from Milestone Leveling

If you come from the perspective of milestone leveling you cut the steps towards accomplishing said milestone into smaller segments. Lets say the goal is to defeat the Black Lotus Assassins in Ebonkeep:

  • Finding an ex-member and convincing them to talk/help might be worth 2XP.
  • Surveiling their hideout might be worth 3XP
  • Preparing a distraction another 2 XP and
  • Storming the hideout and taking out the leader the missing 3 XP for the level up.

How to use, when coming from Experience Points

If you come from the perspective of experience points you just aggregate the things you already give XP for. So instead of handing out XP for every monster you instead hand out 1 XP for an encounter or minor quest and 3 XP for clearing a whole dungeon, finding an artifact or besting a tough legendary. While besting trivial challenges might not be enough to get any XP at all.

How much XP per session?

As per usual the pacing is in the hand of the gm, but ideally the heroes get at least 1 XP every session, to get a sense of progression.

Replaces

Leveling Up

The GM may allow you to gain a level (LVL) while Safe Resting after you complete an appropriately challenging quest or adventure. At level 1, this may be as simple as clearing some angry rats out of a basement or rescuing someone from the woods. Each subsequent level will generally take more effort (and therefore more time). When you gain a level:

  • HP Increase. Roll your Hit Die with advantage and increase your max HP by that much, or take the average instead: d4: +3 HP; d6: +4 HP; d8: +5 HP; d10: +7 HP; d12: +8 HP.
  • More Endurance. Your Hit Die max increases by 1 (it is typically equal to your level).
  • More Skilled. Gain 1 skill point. Additionally, you may move 1 point from one skill to another (as long as the skill doesn’t become negative), reflecting your hero’s evolving expertise and priorities.
  • Class Features. Gain new class features for your level. This may mean increasing your mana pool, new spells, or even selecting a subclass!
  • Other Adjustments. If any of your base stats increase, remember to adjust other elements of your character sheet as needed (skills, damage, Initiative, Defense, Mana, languages, etc.).

Note The maximum bonus a skill can have is +12.