XP On Demand (5e Variant Rule)

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XP On Demand[edit]

This optional rule is inspired by The Elder Scrolls franchise. Instead of earning XP by killing enemies, or role playing, or for reaching a milestone, you earn it for taking risks and being successful. The bigger the risk you take, the bigger the reward you stand to gain.

This is done on a check-by-check basis. Basically, you earn XP equal to your % chance to fail every time you make a check or save. So, for instance, a DC 10 STR check with a modifier of 0 has a 45% chance of failure, earning you 45 xp if you succeed.

  • If you roll with advantage, halve your XP rewards, and double your failure consequences if you have them.
  • If you roll with disadvantage, double your XP rewards, and halve your failure consequences if you have them.

There are also several ways to handle failure conditions:

Runny. If you fail a roll, you learn from your mistakes, earning XP equal to your chance to succeed. So, you learn the most from your biggest successes and your biggest failures.

Soft. If you fail a roll, you learn from your mistakes, earning XP equal to half your chance to succeed.

Medium. If you fail a roll, you still earn 1 XP, or earn 0 XP, depending on the DM's discretion.

Hard. If you fail a roll, you lose XP equal to half your chance to succeed.

Crispy. If you fail a roll, you lose XP equal to your chance to succeed. (This model is not reasonable or realistic; it's just mean.)

Probability[edit]

Following is a handy reference chart showing your chance to succeed any given roll with an ability modifier. The pattern in the chart should be quite clear, so finding probabilities for rolls outside the chart's limits should be rather simple.

Probability Chart*
DC/MOD -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5
30 0 0 0 0 0 0 0 0 0 0 0
29 0 0 0 0 0 0 0 0 0 0 0
28 0 0 0 0 0 0 0 0 0 0 0
29 0 0 0 0 0 0 0 0 0 0 0
28 0 0 0 0 0 0 0 0 0 0 0
27 0 0 0 0 0 0 0 0 0 0 0
26 0 0 0 0 0 0 0 0 0 0 0
25 0 0 0 0 0 0 0 0 0 0 5
24 0 0 0 0 0 0 0 0 0 5 10
23 0 0 0 0 0 0 0 0 5 10 15
22 0 0 0 0 0 0 0 5 10 15 20
21 0 0 0 0 0 0 5 10 15 20 25
20 0 0 0 0 0 5 10 15 20 25 30
19 0 0 0 0 5 10 15 20 25 30 35
18 0 0 0 5 10 15 20 25 30 35 40
17 0 0 5 10 15 20 25 30 35 40 45
16 0 5 10 15 20 25 30 35 40 45 50
15 5 10 15 20 25 30 35 40 45 50 55
14 10 15 20 25 30 35 40 45 50 55 60
13 15 20 25 30 35 40 45 50 55 60 65
12 20 25 30 35 40 45 50 55 60 65 70
11 25 30 35 40 45 50 55 60 65 70 75
10 30 35 40 45 50 55* 60 65 70 75 80
9 35 40 45 50 55 60 65 70 75 80 85
8 40 45 50 55 60 65 70 75 80 85 90
7 45 50 55 60 65 70 75 80 85 90 95
6 50 55 60 65 70 75 80 85 90 95 100
5 55 60 65 70 75 80 85 90 95 100 100
4 60 65 70 75 80 85 90 95 100 100 100
3 65 70 75 80 85 90 95 100 100 100 100
2 70 75 80 85 90 95 100 100 100 100 100
1 75 80 85 90 95 100 100 100 100 100 100
0 80 85 90 95 100 100 100 100 100 100 100
  1. Rows for DC benchmarks are in bold.
  2. Probabilities are for chance to succeed. Invert for chance to fail.
  3. If everything seems off by 5%, remember that the minimum natural result on a d20 is 1, not 0.
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